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Reassurance is the bt band-aid again
Just like how bt was almost mandatory to bring pre it being base kit. Reassurance will be for anti camping. Until a year or 4 then they make that base kit too right? Not that basekit bt really did anything. Sure its good against camping but why are we making a perk the fix for a major gameplay flaw. I dont get all the praise for this perk. As soon as it was out universal praise for bad game design wahoo. It will once again cost a perk slot to stop bs like bt was.
I like a majority of the changes that have been coming out the past year. All a good direction. This is back to old dbd game design philosophy.
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Don't worry. I have a feeling that BHVR will nerf the ever-loving ish out of Reassurance when killers complain that camping doesn't work for them anymore, and they now have to resort to the multitude of other options.
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Reassurance is not enough. Band aid is the correct description for this perk.
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I disagree with the band aid opinion.
Don't like camping and want to stall the hook? Use this perk. Camaraderie is a staple on my build anyways and No one's calling it a band aid far as I know.
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It is a band-aid? Yes.
Would built in solution be better? For sure.
It will be a very effective band-aid, though.
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Kinship/Camaraderie's not a good camping fix because other players have no idea you have the perk unless you're in a SWF. Reassurance bypasses it by putting the ability to act in the hands of the player that knows what they should be doing... but it's still absolutely a band-aid fix to say "having trouble with this extremely common strategy and arguable game design flaw? Then dedicate a quarter of your perk loadout to this perk."
Yeah, Reassurance is better than nothing. When stuff like Reassurance comes out in lieu of basekit solutions or mechanical changes, that's the problem everyone's talking about.
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Because Camaraderie is so bad that it doesn’t even constitute being called a bandaid perk.
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I've yet to hear anyone complain about the perk countering camping. The only thing I've seen talking about devs nerfing it are people like you who preemptively saying that campers are going to complain. I think the majority of the player base doesn't view camping favorably. Same for the devs if I'm not mistaken. The only thing they might adjust is how many times you can slap it on a hooked survivor.
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Killers and Survivors are already complaining about it because with the current numbers it has it can be abused and keep someone on the hook for the maximum amount of time.....1 hr. It also ruins any type of camping that is a valid Strat that isn't used as a toxic play
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Only complaining I have seen is how the perk can be abused in its current state....no one wants to be stuck in the hook for upwards of 60 mins
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If Camaraderie could read it'd be pretty upset by that.
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What is the killer doing this whole hour? The perk doesn't stop someone else from coming along and unhooking the person, so unless the solo player is against a 3man troll swf (who are rare) and an afk killer, I can't see hanging on hook for an hour becoming the norm.
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Pretty sure they "band-aid" fix because they would rather give survivors ways to punish the killer for it and reward survivors for putting it in their build rather than remove it from the game and need to overhaul almost the whole game around outright removing camping / tunneling / slugging, it allows them to "nerf them" without actually having to change the entire game
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Survivors were doing it to Survivors. If the hook is in a strong gym loop it's easy for survivors to stay out of sight or loop the Killer while a 2nd or 3rd survivor is waiting to use it.
I was stuck on the Hook for the 60mins while a Bully SWF squad tormented the Killer...they got so angry they didn't realized they were circling the hook allowing for the abuse.
I hate band aid fixes in the form of perks but the perk is needed for the toxic campers but the perk need some tweeks to the numbers so it can't be abused.
For example increase the cool down so it can't be chained together as much.
Lower the dam hard cap from 60mins to something like 5 mins
Or limit the stop of hook time to like 1 or 2 per stage.
Anything to keep it as strong as I can be but not to be abused
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Yea, it will discourage/reduce facecamping even when no one is using it, a bit like how the bandaid pre nerfed DS discouraged tunneling to an extent even when no one was using it.
A while back, killers would tunnel hard with no fear of any downsides when there was no obsession because they knew no one could possibly have DS. With the introduction of an obsession every game, it made them respect the fact that survivors COULD have DS every game, thus discouraged tunneling.
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yeah that's insane if survivors work with a kilter to do it they could hold a game hostage. Outside of that is it really viable to be able to do that? The killer gets a notification so they should know that defending the hook is not the play. Instead they should be going for the person slapping it on the hooked survivor. If the killer is actively trying to win the match it shouldnt be an issue, but I wouldnt know for sure until its live.
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The killer gets a notification that they perk is active so theres no discouraging facecamping outside of someone actually using the perk. It will not have the same effect that ds did.
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Atleast BT was a free perk so it was accessible to everyone. Reassurance is not only a band aid fix that requires a perk slot to use but it's also locked behind a pay wall.
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I have a feeling people are going to run this in their builds . Just to drop it when they realise that camping doesn't happen every game.
Just to pick it back up when they get unlucky and have 3 campers in a row
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That's the thing a camping Killer will see that notification and look for the survivor that has the perk around the hook. When it happened to me on the PTB the Killer couldn't find them because of the set up of the Hook location and that....the Killer was a idiot....the survivors kept me on that Hook for the full 60 mins and then left me to die.
Now I agree the Perk is needed just not in its current state with it's numbers that making a using it too easy. Lowering the hard cap from the stupid 60min would be a start.
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No Reassurance isn't anti-camping. It's a bad design in it's current form. It would be anti camping if it would be like.... it works only if the killer is 16 meters away from the hook or something similar. This is just nonsense hook timer slowdown. That's all it is.
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Reassurance is so much more than just a camping perk.
It has so many abuses to the point it changes how the game works. When used correctly it turns the hook into safest place in game. It changes the rules of the game.
It needs way more restrictions. The cool down should start after the ability ends. In order to be able to use it the killer must be within a certain distance of the hook.
Atm it is insane how much it changes the dynamics of the game. The perk is worse than release CoH and im not talking about it stopping camping, im 100% on board with that.
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If survs work with the killer they can block you also, and I don’t see so many posts about it. Don’t touch the perk please!
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I'd argue it's less of a band-aid more of a cast. Yeah it's not addressing the actual core issue but it's going to be so effective at it's job that band-aid just seems like too little of a descriptor
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It will because what's the point of loading into a game intending to facecamp all game as a Bubba if someone is probably going to have Reassurance, thus you're only going to get one kill?
By the time they see the notification it is too late, their facecamping strat/build will not work.
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The perk should be nerfed, because it can be far too easily abused.
If they rework it a bit - For example, that the hook timer is paused only for as long as the survivor is standing still within the range of the hook, it'd be OK.. But to run to the hook to stop it, then run back to the generator, have ~20 seconds of free time, repeat it once more.. That's just broken and too easily abused.
MrHeadache has created a fine video explaining why it's OK as long as this issue gets fixed;
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Alternative theory:
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A) That example still banks HEAVILY on the killer being garbage
B) The obvious way to fix it is to allow a hooked survivor to opt out of the mechanism
Stop trying to sneak in nerfs to the anti-camp perk.
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If this perk requires another survivor to have the perk, it is basically garbage and is only a SWF only perk. It won't help the majority of players.
Even in a SWF party, the second person with the perk has to be chainsaw distance from the killer to even activate meaning half the team has to be doing nothing. It is like Power Struggle, a decent perk in certain scenarios but has no ease of use and a death trap.
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I'm not trying to sneak in anything how is reducing the 60 min hard cap a negative Nerf.
How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.
How is making it a limit for each hook stage so a hostage situation from happening a bad thing
I'm not wanting the duration or any other part of it changed, I infact agree that the perk is needed to combat toxic campers albeit I dislike a perk being used as a band-aid to something that should be basekit but support the perk just not I'm a state that can be abused.
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It seems to me to be a point of no return.... They do need to review the base game
I mean they did make base game changes... but there does need to be more base game data
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How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.
How is making it a limit for each hook stage so a hostage situation from happening a bad thing
Both of these cripple the uptime of this perk.
Again, just allow the hooked survivor to opt out, that way you remove ONLY the problem, and you don't throw on a crapton of collateral.
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this one specifically does cost $5 so it is both greedy AND a band-aid fix its not a alternate theory they are both true
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How would you opt out though? Like just use space to cancel out the perk?
I also get what your saying I just wasn't trying to be like BHVR and do a over Nerf of something just minor tweeks is all lmao. But you have to admit the 60 min hard cap is kind crazy considering the rest of the perk after all.
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You're trying to drastically diminish its uptime, how is that not a nerf?
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That's why I said keep the duration the same and all other numbers the same. I also wasn't wanting what others said by making the cool down 60+s that's just stupid. Just enough to not change up time that much but keep the chaining of it a little broken up.....
Eh maybe changing to cool down after the perks duration finishes.
I don't know I'm just throwing out ideas here and want a decent discussion without us vs them or posters who think their opinions are absolute. I admit I was starting to stand onto a soap box but I am man enough to admit it and kick that box away lol.
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