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remember reassurance how it was going too be game changer

then they nerfd it too the ground and if there is a camping bubba you have to get 6 meters of the hook too even use it and hopefully they don't have noed, and yes this happend too me it was a nurse with noed and she was camping the hex and hook and i couldn't save him with reassurance

Comments

  • Vampirox
    Vampirox Member Posts: 411

    i agree i tried using it a few times i basically die just to get it off

    and when i do get it off its when i use it 1 sec before i unhook just so i can use it XD

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,148

    I mean... I run it as part of my base build on every survivor. I use it in manhunts as well because it can provide an incentive to camp one of the hunters.

  • Huge_Bush
    Huge_Bush Member Posts: 5,424

    It really should have been made a base-kit perk available in every survivors blood-web, not stuck behind a pay wall. Maybe increase the distance to 10 meters as well.

  • Lost_Boy
    Lost_Boy Member Posts: 678

    Unfortunately these are the kind of things toxic SWF groups like to abuse so I guess the just removed that option from the game.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Yeah it was a shame. It was also good against survivors that wanted to kill themselves on hook by forcing them to stay. Too bad

  • Rovend
    Rovend Member Posts: 1,064
    edited November 2022

    But how much can you abuse of reassurance?

    Unless the killer really wants to facecamp even if he sees the hooked surv being reassured over and over, i see no real merit in leaving a surv on the hook longer time

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    The biggest problem I've had with reassurance is that people keep unhooking when I use it making it pointless.

  • Nazzzak
    Nazzzak Member Posts: 5,811

    They were all friends, including the killer, they were just playing around testing the limits of the perk. And people treated it like it was going to be the standard of the game from now on

  • Akumakaji
    Akumakaji Member Posts: 5,479

    Funny enough, not 30min ago I posted a piece about Reassurance over in the Feedback section. Lets meet over there and talk :)

  • Nazzzak
    Nazzzak Member Posts: 5,811

    Difference is, in an actual game there is a killer to take the toxic swf down. No random killer is gonna hang around for an hour and watch a toxic swf waste everyones time. In the PTB, the swf and killer were all friends testing the limits of the perk.

  • egg_
    egg_ Member Posts: 1,933

    It's a strong situational perk. Doesn't even require camping, it can just buy time in general, especially if you're working on a gen somewhat close, and you know the killer will come back to the hook as soon as you unhook

  • Bot_Salvo88
    Bot_Salvo88 Member Posts: 1,230

    No perk should be game changer. Changing the game is (guess what?) game changer.

  • VideoGameMage
    VideoGameMage Member Posts: 358
    edited November 2022

    I'm just surprised they didn't make it deactivate during endgame while they were at it. It's stupid that they nerfed it to hook instance rather than per hook stage imo.

    But hey, one anti camping perk is better than none.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    People did talk it up, but Hyperfocus was the real game changer instead.


    I still feel Reassurance can be a decent perk, but it is stronger imo when killer is facecamping at 1 gen left and you can slow down the progress of the hook until the team assembles for the rescue and of course this is about any killer. Insta down killers still remain highly dangerous regardless.


    If you have reassurance and are at the other end of the map where the hook happened, you have to run all the way there just to press a button and then hang around or maybe go back? How is that not a net positive for killer? Instead of one teammate not doing objective due to being hooked, you have a second one.


    Reassurance only makes sense if you happen to be close to the hook in the first play and Reassuring people who want to kill themselves🤣

    Plus, I don't think the killer should be able to know when the survivor is being reassured. Just let them wait there wondering why it's taking so long.

  • NMCKE
    NMCKE Member Posts: 8,243

    To add, it wasn't nerfed because it was OP. Just because it could hold survivors hostage indefinitely.

    All the devs had to do is allow easy skill checks during struggle when the timer is paused. This allows the hooked survivor to suicide if they are being held hostage without nerfing the perk.

    To clarify, it's okay to fix things, but please don't nerf / buff it in the process unless it needs it.

    The devs blow my mind sometimes.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    1. A nerf that people asked for because otherwise "I can't unalive myself on hook and ruin the match for my team! Woe is me!", and allegedly 100% of 3-man SWFs would suddenly be using it to hold people hostage, for no reason!

    2. The perk is still strong. Buy 30 seconds for the whole team before they have to go for the save AND it's stackable. Those who say it isn't time efficient for the team... probably aren't playing efficient. Of course no gens get done when everyone runs to the hook whilst the hooked person's bar is literally paused.

    Love how people complain about camping constantly but never use the anti-camping perks, or at least use them correctly.

  • Rovend
    Rovend Member Posts: 1,064

    1- A nerf that was given for no other purpose than "i am too lazy to just give the surv being reassured a button to cancel the effect if i dont want it". Now really, was it too difficult to program a sign that say "Press E to cancel Reassurance" popping up when you are given the effect.

    Yet again, why would 3-man SWF 100% using it? they receive no value out of it.

    2-It is useful, but i wouldnt call it strong as it really depends on how killer plays. If you have 4 Reassurances in your team and the killer doesnt camp then you have 4 perks with 0 value as you cant force the killer to waste the time facecamping if they decide not to.

    Situational useful yes, but not the game-breaking monster that was called out to be in the PTB.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    Let me expand a little bit. If you give the survivor Reassurance, they're prevented from 4%ing or letting go on second stage. If you give them the ability to cancel Reassurance, they're gonna use it and go right back to doing that. If a killer is stubborn enough to camp a survivor even through Reassurance, their being "held hostage" actually serves a purpose in that the killer's camping them whilst everyone else is doing gens and getting out.

    My argument is that it's ridiculous to assume that every 3-man SWF out there would hold someone hostage just because. Maybe it would happen once or twice for kicks, but not all the time, because that would be beyond boring even for the most sadistic of teams. But the important thing everyone misses about that scenario is that the match suddenly becomes a 3v1, a situation that could easily spiral out of control and lead to the killer downing everyone, even for competent SWFs. So if that starts happening and the survivors start losing, the SWF would be crazy not to take the player off the hook, even if just to take some of the pressure off themselves, and hopefully turn the game around. Whether the killer starts winning and they take them off hook, or the SWF loses and the game ends for everyone, the hooked player stops being taken hostage, albeit a little later than they'd like.

    Survivors can go in perkless and do really well. This was true before they were given BT/Haste for free, and it's especially true after. They can afford to lose 4 perk slots collectively, or not even that many because what survivors have 4 Reassurances on their team? If the killer's not camping, cool anyway, because they're intentionally not using a strategy that they sometimes pretty much have to use to win, because killers can't go for 12 hooks, and sometimes can't even afford to alternate between just 2 survivors.

    We call it game-breaking because it takes away yet another option. Killers can't slug, can't tunnel, can't hit and run, and now can't even camp. It's a direct power creep on Kinship, because it can be used on multiple teammates instead of just yourself, but also in combination with Kinship. Yes, I know Kinship's duration gets wasted when it activates before Reassurance is used, and that should be fixed. But I really think Reassurance is stronger than most give it credit for, because they're not even giving it a chance, and those who do may be thwarted by bad solo teammates.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Remember when Lucky Break was going to "break the game" ?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,995

    It's still pretty decent. I don't run it very often, but when I do I usually can get decent value if the killer is camping.

  • Rovend
    Rovend Member Posts: 1,064

    I'm sorry, but i truly dont get your point in three first paragraphs.

    The point of the choice of canceling reassurance was to avoid the "griefing part" of the perk, of being held indefinitely in the hook. Apart from that, if the killer to camp either way, that's really on him.

    About the 'game breaking' part, there have always existed perks/powers that takes away options but i wouldnt call them all of them 'game breaking'.

    Take Lightborn nullyfing blindness, or Calm Spirit nulliyfing shouts and crows. or Bamboozle shutting down windows. All these take options away but none of them i consider game breaking.

    Game breaking in my perspective usually means a perk/power that really alters the course of a match. Like Nurse's blink, that nullyfies pallets,windows, floors, and looping in general, or pre nerf COH that made you heal so fast that you couldnt ignore it. Reassurance pales in comparison.

  • Akumakaji
    Akumakaji Member Posts: 5,479

    Reassurance can sometimes come in clutch when the game is nearing its conclusion and one survivor is close to being sacrificed, ie the others slammed a gen instead of going for a save and now the killer is "camping" the last 20s or something.

    But that's ok and in line with any other situational perk when it's situation arises. Other then that it's only useful when a killer really tries to face camp; in all other situations it's in everyone's interest to get the survivor off the hook.

    Yes, here are perks that can take away options, but that's nothing new, and you can't take away all the options at once.

    I wouldn't mind if they buffed Reassurance as I basically never camp outside of EGC situations. I would love for more survivors to run it and playing with one less perk.

  • Seanzu
    Seanzu Member Posts: 7,525

    It's all but useless.


    Get on gen, someone gets hooked, get off gen, spend 10 - 15 seconds going to the survivor (that's 15 seconds off a gen), activate perk, spend 10 - 15 seconds going back to gen (that's now 30 seconds off a gen) and you've done nothing but waste your time.

    At least before the nerf one person could continue to punish a camping killer, but with it only being activated once per state it's too much time off a generator to even bother getting off one to activate it.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    It's so simple what I'm trying to say. They couldn't have been held hostage, because that turns it into a 3v1, so either the killer wins the match easier 3v1, or the hostage gets unhooked so they have 4 again. Problem solved either way.

    Many would disagree with the comparison that you're making. Flashlights saves and no crows are nowhere near the same as slugging and tunneling at high level, because one is nonessential and the other is forced.

    I said "game breaking" only after you did. The reason why I look like a fool now is because nobody's using it, again because they won't give it a chance. Just like a 2-man SWF with flashlights can basically guarantee a Head-On or Power Struggle combo, or solos who are just there. Or how a monkey could use the main building loops at Mother's Dwelling and Dead Dawg, or the god pallets on The Game. You still can't ignore CoH either; your hits become meaningless unless you down and hook them as well.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    But it's not a 1v1, is it? You bought 30 seconds for your whole team, not just yourself. I can't be the only one who connects those dots.

  • Eelanos
    Eelanos Member Posts: 437

    I may be wrong, but I remember very vividly mostly people crying about how it would ruin "legitimate" instances of camping and how kill rates would immediately plummet to 0 if the perk got released in the state it was on PTB. People started being hyperbolic about how literally everyone camps at one point or another and how killers would be powerless to stop the perk and would have only 1 kill per match at most.

    Which is funny, because the "legitimate" instance of camping they were talking about was staying on the hook in end game, which could have been easily fixed by just preventing the perk triggering in EGC.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I think even without the nerf or bad range it wouldn't be used often.

    Camping is something that suffers badly from conformation bias in that it really doesn't happen as often as people think it does.

    Making the perk situational by design. Not to mention that it only helps if others are being camped

  • I still think Reassurance is really good, it just has to be used intelligently. Most Reassurance players think that just because they walked up to the guy on the hook and pressed F to pay respects, they bought minutes of time for their team. You have to think about when to use it, ie. W keying towards a hook when a killer starts to chase you and popping Reassurance as you sprint by to buy your team an extra 30 seconds to finish what they were doing as you distract the killer. Reassurance is in the ever-widening category of perks that are honestly really strong when used right but because it takes actual brainpower to use it right, people just refuse to learn the strats and stick to the perks that don’t require thinking to make work.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    It wouldn't have gone to 0. Even I'm not that biased. But it would give survivors yet another tool to make a somewhat difficult escape in endgame into a free one. At the same time, it just buys the survivors more time, which is overkill in most scenarios, because all they have to do is bait a hit, the other unhooks, and they all bodyblock/run out. This talk of "legitimate" camping is nonsense, because it's all legit. If you're forced to do it, or if you're doing just because it's a good strategy, or if you're doing it to be malicious, it's all legit. But I think what they're talking about is in endgame where the alternative to camping hook would be to walk away from the hook and give that person a free escape. Definitely could have fixed some of its problems by making it deactivate in endgame, although I never would have come up with that idea on my own.

  • Ayodam
    Ayodam Member Posts: 3,195

    It’s almost always better to perform an unhook than maneuver within 6 meters of a survivor to increase their time on hook once. Two survivors off gens objectively helps killers win. And that’s probably why so few survivors even run this perk.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    Project W is the most expensive DLC at the moment, at 12€.

    Sure, you could buy only Rebecca with auric cells, but that would mean charging your account with them, which still costs something like 10€ as a minimum purchase if I remember correctly.

    So yeah, expensive for a bandaid fix on an overnerfed perk.

  • Katzengott
    Katzengott Member Posts: 1,210

    Reassurance never got a nerf, it was just changed after PTB so it can't get abused anymore.

    And you would be supprised how powerful it can be vs. a camping killer. If used right.