Reassurance, yet another perk that will make SWFs stronger and will not help Solo Que

Wesu
Wesu Member Posts: 57

Reassurance is a bandaid fix to a poorly designed gameplay mechanic, requiring survivors to give up a perk slot in order to combat something that should NOT be designed into the game. Not only this, but you have to get within 6 meters to use it... well in 90% of cases if you're within 6 meters of a hooked survivor you can just UNHOOK THEM.

Another thing is that this perk is going to be SIGNIFICANTLY stronger in swfs with voice coms, because the person with Reassurance can let the other teammates know to stay on gens while they go to use it on the hooked survivor. In solo que, there's no way to let your teammates know that you are going to use Reassurance, so EVERYONE WILL GET OFF GENS AND GO FOR THE UNHOOK ANYWAY.

More 'interesting' balance from Behavior.

Comments

  • Mekochi
    Mekochi Member Posts: 942

    While on one hand I agree, on the other not so much. The perk is locked behind a paywall and majority of people don't want to put money into the game anymore so it won't be as common as people think.

    On the other, it also depends on the solo queue team, there are some that can properly coordinate a reassurance play, and with the getting within 6 meters part, the person using the perk probably doesn't want to risk the save and risk of getting grabbed, or hit and then just hook trading. That's why the perk works.

    Although, coordinate solos are once in a blue moon.

  • jesterkind
    jesterkind Member Posts: 7,752

    Credit to Scott Jund for that phrasing, it really tickled me lol

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    No, it will help solos too. I will go to hook for unhook my teammate. Killer is camping? Alright, i am using a perk. So killer can enjoy with his camping longer time.

    Before Reassurance, it was just waste of time. I am seeing killer is camping. I will back to gen and i already wasted so much time. Or i will unhook for hook trade.

    Now this perk gives me another option.

    Adapt!

  • Ryuhi
    Ryuhi Member Posts: 3,800

    can't get value from it in solo if most solos just want to suicide on hook and go next anyway :)

    Then again maybe thats the point, to give solos a tool to prevent their allies from being able to use sanctioned ragequit methods.

    maybe thats the real issue it was meant to address

    whoa.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    God there is no pleasing people.

    Survivors have been crying about camping since day 1.

    Now we have a perk that obliterates it and its according to this average survivor not good enough.

    Yes average survivor is used as a slur here.

  • Ryuhi
    Ryuhi Member Posts: 3,800
    edited August 2022

    lets go a step further! the survivor should just see this video while the hook timer is paused :D


  • edgarpoop
    edgarpoop Member Posts: 8,343

    I definitely think 6 meters is way too short of a range. If I'm actually camping a hook in a 3 gen and someone gets within 6 meters without unhooking, they're straight up throwing. People are thinking about the typical unga bunga camps that players struggle with already, not the smart camps with good hook placement. The perk is going to lead to a lot of throws vs 1800+ killers. Even if I'm not on Nurse, you can't give a good Spirit/Blight/etc (for example) a free M1 under a hook, which is what 6 meters will do.

    Other than that, yeah, it's well trodden territory that the "mystery" of solo queue leads to 100x more frustration than fun for most. It's ridiculous that players can't see each other's builds.

  • Wesu
    Wesu Member Posts: 57

    No one's crying about camping here, but the DBD community has generally accepted that camping at 5 gens is too rewarding for the effort required. The point is that the solution that the devs have come up with to combat this is sloppy and ineffectual. Do we really need to mandate that survivors run a perk to fix bad game design? That's not fun for anyone.

  • dugman
    dugman Member Posts: 9,713

    I think you're underestimating how many people actually spend money on DLC for the game. Call of Brine for instance is a top 10 used perk but is also a teachable from the most recent DLC chapter that isn't available with Shards.

  • Ryuhi
    Ryuhi Member Posts: 3,800

    You're right about the reward being high, but not really accounting for the fact that it needs to be. Efficiency caps should be addressed on both sides to give the most variety to playstyles, so survivors need to be weaker at the start, while losing less strength while players are down or out. Ironically the fix for killers for this is also tied to perks like lethal pursuer, corrupt, and now even ruin.

    Its something that both sides absolutely need addressed to reduce the camp/tunnel/slug life, and they both need their fixes at the same time or it'll make things even worse.

  • Wesu
    Wesu Member Posts: 57

    *Update after Patch drop


    So I was pretty much dead on with my prediction...