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Reassurance, Part 2
Comments
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No not really always the killers fault of camping. Survivors play greedy and offensive enough to show themselves to the killer while rushing for the unhook. You can't always blame that on the killer, survivors are OFTEN mindless enough to rush it like that. And as killer, if you hit one survivor near the hook, it is most likely that another will think "he got injured, I need to safe now because he is in chase". And that pulls survivors off gens right into the killer. This is one of the most obvious reasons when camping is a legit strat and gets rewarded. Because of bad survivor play and they dont let the killer get away from the hook. It is actually the survivors forcing the camp in these situations
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People dont "force a 3v1" to win, but to piss people off. Sandbagging is also not done to win the match, Makes sense, right? The issue is the infinite hook state, that got adressed, and try to camp against my mates when I run new reassurance, and I'll show you that it still is worth running it
Post edited by EQWashu on1 -
A quick reminder to please keep the discussion in here civil and respectful to everyone. You can constructively disagree, without belittling others. Thank you.
And a reminder, ALL feedback is taken into consideration and listened to; that includes players that play only one side, and those that play both sides equally, or in varying degrees. PTB Feedback from the community as a whole (as well as what is tested internally) is looked at, and careful consideration of all of this is taken when the team as a whole proposes and decides on changes that will move forward into the live game.
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Again, the perk needed an opt-out to solve that. Not this complete gutting.
You can say the same on almost every perk, everything is conditional. No Dead Hard against insta downs or SLinger/Legion, RIP Bite The Bullet when the killer has Nurses Calling and so on and so on.
First off, the stuff you're listing is conditionally disabled, not conditionally enabled. IE: They're on most of the time, except for [condition]. Reassurance is the opposite: It's worthless most of the time, except for [condition]. DS has this too. BT and UB also have this, but to a lesser extent, considering they can be forced if the survivors coordinate well.
But secondly, how are you going to compare such powerful effects as BT and UB to Reassurance's effect? BT and UB buy you time by making the killer invest his in a new or longer chase, but Reassurance doesn't buy your team time unless the killer is camping, and it costs the survivors time instead.
That's the thing that goes over a ton of people's heads when they say it had high uptime. Yes, it does. It's also a really worthless effect unless the killer hardcore faceplants his way into it. But apparently that's something killers should be permitted to do. You can have anti-tunnel, but it should be the equivalent of a gun that just unfurls a flag that says 'BANG' if the killer does everything they need to do to get the perk to fire. You can have anti-camp, so long as the killers can just camp through it without too much bother.
And the CD was insane because you could activate it 5 times per hook stage. Two survivors can keep the hook stage active for an unlimited time. And this is simply a bad design, nothing in the game, for whatever solid or dumb reason, should ever allow to extend anything for an unlimited amount of time.
A ton of perks in the game last for an unlimited amount of time.
The trolling factor is the same reasoning like the mori spamming that was possible for killers not too long ago, which stopped the bleed out process and could take the last survivor hostage for hours. Bad design, needs to go. This was not about 30 seconds of not being able to give up
Again, the trolling factor could easily be solved by allowing the hooked survivor to reject the effect. The perk didn't need to get the hardest nerf in the game's history, thereby making it infinitely worse at the one job it is supposed to do.
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2 survivors can body block another survivor into a corner and keep them hostage the entire match too, if you were going out of your way to ruin another survivors game, then you can do it without this perk in its old form. Nerf was unnecessary, and dressed as an anti-griefing measure to mask the fact that hook camping is considered a fun and "skilled play".
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I both agree and disagree with your points, and I will try to explain.
I agree that a survivor rushing the hook while in chase is a misplay on the survivor's part, however I disagree with Reassurance being a problem in that case. The killer is getting essentially free health states from the foolish survivor bombing a hook, and best case scenario a hook trade re-procing a Scourge Hook.
I agree that someone seeing an injury will think they might need to go for the rescue, but I disagree that is "forcing" a camp. As killer I can continue to chase the survivor who just gave me a free health state, and worst case scenario they have a source of endurance making it 2 hits to down. If I decide to stay on hook instead of committing to the chase then I chose to camp, no one forced me. If Reassurance punishes the killer for camping in that scenario then that is still a good thing.
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Survivors are not supposed to have anything good. We should know this by now. So, can anyone tell me with a straight face, how a teammate running completely across the map to activate a short 30 sec pause only one time is supposed to be any good? This feels like another killer perk where it forces someone else to have the perk and to stop their objective and run to the killer to be killed.
Take note BHVR:. Survivors are quitting your game for a reason.
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New killer in the ptb, so they listen to killers to make changes. A good surv perk in the ptb, and they listen to killers also. If you think about it, it’s a good move, because soon survs will only be killer mains looking for a match without waiting 10 minutes
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I think the perk change is perfect.
It both removes the hostage situation that would have stopped me playing survivor in solo queue and kind of block crybabies from killing themselves on hook.
I'm pretty sure the aforementioned crybabies will now be happy about it though. I call that a bonus.
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Unfortunately when killers whine BHVR has to run to the rescue to please them. That's how the game goes these days.
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Sounding like and being are 2 different things.
How about this scenario: The killer hooked a survivor and went out on a gen patrol. He found 2 gens with no progress and a 3rd gen with progress and kicked it but couldn't find Spine Chill Claudette. At that moment he decides to return to the hook (or even spots the rescuer running) to see if he can acquire a target (the rescuer) or disrupt a last second save and force Stage 2 on the hooked survivor.
Does that still sound like camping to you?
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No, but in that case the Reassurance survivor had to spend 15-20 extra seconds to reach the hook, and now they have to spend that same time leaving it. Also they are in chase now, presumably giving a free hit due to having to deadzone themselves to Reassurance the hooked survivor. With a duration of 30s that leaves another survivor being forced to already be heading there to prevent the stage 2. That also excluded the 4 remaining generators, and required the killer having zero map awareness (other than to return to hook) or intel perks. So in a fringe case example like that as opposed to a more common example of the killer staying within LOS of hook as much as possible, I'd say PTB Reassurance is fine. The cost is ultimately low enough to justify.
Edit: Also the example you listed can still happen with the version scheduled for Live servers, unless you are saying the killer checked 3 gens in the span of 5 seconds, gave up, and committed to the camp.
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when you gonna realize the devs don't care
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