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Isn't reassurance kinda mid now ?

So I played DBD a few years back when there was no anti-camp, hooks were not buffed to 70 seconds, killers could grab the rescue… And at the time, reassurance was my favorite explosive altruistic perk because securing another stage and hard camping was actually a lot of time a good strategy for killers. At the time, even in soloQ I considered it to be S tier if signaled properly in the pre game chat (and if played with sprint burst).

Now I come back, killers can't hard camp too close to the hook, can't grab, and in most cases, can't afford to not pressure gens for 70 seconds and may run the risk for a 1 for 1 rescue last second (for most of them).

The only times where I wished someone had a reassurance were against proxy camping billys in the open (even thought with 2 man save you can get a 1 for 1), some hooks against hag / trapper in some maps like RPD where they can block every entrances but you could just go to the floor above / below to reassurance, and I guess you still have some insidious bubbas but now it's mostly trolling / funny and a 1K / 2K for survivors if they don't throw so whatever.
It just seems pretty niche in the current meta.

Now I replaced it with shoulder the burden and it completely outclasses reassurance imo and I really don't feel like reassurance is ever needed. What do you guys think ?

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Comments

  • SeriousRain
    SeriousRain Member Posts: 57

    I can see it being strong in turnament setting or in SWF group.

    Anywhere else it usualy does nothing.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    Yeah but in tournament there are limitations like unique perks. Now, don't get me wrong it's probably still super strong since I believe reassurance is banned against every killers in comp. I also believe in the next season of DBDL, they are banning FTP except against tier I killer (nurse, blight, billy, spirit, and maybe kaneki). But so is shoulder, shoulder is just straight up banned on every killers like reassurance I think.

    But in a no-limit setting, you could just run something like 2-4 shoulder and you could not camp anyone anyway even if they're all just trading hooks. Don't seem like reassurance is that needed.

    It's kind of like FTP where in comp I have seen it used as an anti-tunnel perk on unhook or against ghostface lery to transfer a health state if you're 99 stalk. But the anti-tunnel part is just outclassed by shoulder imo.

    I believe these comp teams are also doing pub survivors winstreak with more lax rules (only no duplicate perks and no items with broken add-on I think). And the strategy I seem to observe is 1 deliverance, 1 wicked, 1 shoulder, and sometime FTP. But no reassurance in sight, maybe I am wrong tho I am not that interesting in a super comp team demolishing pub killers ngl.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    I honestly don't believe PTB reassurance would have changed anything. Getting reassurance even once was devastating for hard campers at the time. But even in an environment where camping was so common. I remember most people were not running reassurance and a lot of people who did were not really that good at using it (Rebecca mains I see you). And a lot of them were simply not doing gens all trying to rescue even though the guy on hook had kindred and you said you had reassurance pre game chat.

    So I guess there's also a part of survivors skill issue and they had to built-in stuff because people were getting demolished but I also don't know if it's "healthy" to NEED a perk to counter a playstyle. But hey; I mean perks that feel "needed" aren't that new right ? Regression, anti-tunnel, yada yada

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,968

    There's no way to know how it would've played out at this point.

    The real reason I think PTB reassurance would've made a difference is that only one survivor could go to the camped hook, and extend the duration for (almost) as long as needed.

    The duration was 30 seconds iirc with a 40 second cooldown. So a 60s hook could be paused, tick down for 10 seconds and be paused again, as long as the killer is camping. And it would've only taken one survivor (plus the one on hook) to do that.

    In theory, that puts tremendous pressure on the killer to leave the hook. The other two survivors have time to finish gens and the killer isn't getting anything extra in return for standing around. Which, unless it's a last minute end game hook, is exactly how that *should* play out.

    I personally think camping (as a "strategy" you plan to do every game) is one of the most boring things in the game. You aren't displaying any skill by watching the furniture, you're hoping the survivor team panics and falls apart. Camping should be relatively rare, situational tactic, not "always camp every hook, every time" like it seems to be for some people now.

    When or if the survivors don't panic, people aren't self-reflecting and thinking, "wow I really could've used my time better, maybe push someone off of a gen to slow them down instead of lurking near a hook", instead they complain on the forums and demand that gen speeds be nerfed, or regression be buffed.

  • Bodark
    Bodark Member Posts: 283

    PTB Reasurance was NOT fine and was insanely busted. It allowed survivors to be insanely greedy with little punishment. I shouldn’t have to explain why it was very problematic. Common sense should show you that.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    In a way, you may be right because as a former reassurance enjoyer. To demolish this playstyle, you had to basically hide around the hook and sprint burst reassurance at the correct moment. (If you reassurance instantly at the time, the killer just chase you and you get minimal value, it's like he just didn't camp.)

    But a lot of time you had a problem of a teammate not understanding the game plan and trying to go for the unhook early with you around. So with the PTB reassurance I guess you could just straight reassurance to always force the killer to not camp.

    But idk, from my pov, I would have considered changing the PTB reassurance more because it sounds extremely strong rather than the "holding hostage" thingy.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,968

    The only reason I can see that this was a problem was that it might have actually made an impact against camping, as opposed to what we have now.

    The only thing people complained about, and why it was reworked, was the griefing issue. Which was not only overblown, but much more easily solved in one sentence, which I already showed.

    Aside from "it might've actually done something", what do you think was problematic about the perk?

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    I do agree a bit with him because against really strong SWF and comp teams. The PTB reassurance is basically —> "The survivors have an infinite amount of time to unhook as long as someone comes from time to time to reassurance" which is insanity because against these groups of players. You either have to tunnel someone to 3v1 ASAP or some killers can ping pong 2 survivors like blight but ultimately go into 3v1 scenario because 4v1 is survivor sided. All this power with only one person not hooked having reassurance (maybe I am understanding it wrong).

    It really sounds like breaking the fundamental concept of hook time.

    While true that you can get a kinda similar effect with a lot of shoulder right now, you need more overall perk slots to pull it off I guess and you still don't get as much time but not sure if the average pub survivors would have been able to get value from that.

  • Bodark
    Bodark Member Posts: 283

    A single hook stage being 6 minutes is crazy. It had no limitations besides a 40 second cooldown. There are times killers need to camp. There are times when survivors will greed gens and pop 3 so I’ll run back to hook and secure the second stage.

    Old reassurance would make that impossible. That is waaaaay way way too strong.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,968
    edited April 2025

    This reasoning of "having infinite time on hook" doesn't hold water under scrutiny though.

    It's not in the survivor's best interest to have a teammate in time out for longer than is necessary. Most comp, or even just high level teams unhook as soon as possible: "hook bombing" is a thing.

    The only reason to even use reassurance is if the killer is just standing at the hook, preventing an unhook entirely. Nothing is keeping the killer there except their own agency.

    Reassurance just makes that "possibly not the best strategy", and honestly, with the short range that reassurance has the killer can leave the survivor on hook and chase the reassurer and still have more pressure than just standing still.

    I don't buy the "you have to camp and tunnel to win" arguments. It's a cop out for people who think they're gods at the game (or "max MMR", as this community tends to say it). You don't have to be max MMR, or even understand the fundamentals to struggle, you only have to have hit your skill ceiling. And people will default to camping and tunneling as easy strategies, rather than improving skills like map pressure, looping correctly, or even game sense.

    Plus the fact that they're planning yet another anti camp feature, tell me the devs don't actually want the gameplay to be "killer waiting at a hook". We might've had progress toward that years ago, but people complained.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,848

    It's still good in some situations, but it's not as strong as it was on release because there simply aren't as many scenarios anymore where you actually need it.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,655

    Or the Killer would just not camp and would not have to deal with Reassurance.

    @Topic:

    Reassurance was always mid. It was worth running in its PTB-State, but suddenely Killer feared that Survivors might be held hostage on the Hook. And then it got changed into a Perk which is basically meaningless and the only time I see it used is when someone is unhooking right after it.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    Yeah true, I didn't thought that deep, I wasn't even around when the PTB reassurance was a thing ngl, I had to google it.

    But from my pov, the effect of the 70 seconds hook buff and anti-camp is doing better work than the old PTB reassurance.

    "I don't buy the "you have to camp and tunnel to win" arguments. It's a cop out for people who think they're gods at the game (or "max MMR", as this community tends to say it). You don't have to be max MMR, or even understand the fundamentals to struggle, you only have to have hit your skill ceiling. And people will default to camping and tunneling as easy strategies, rather than improving skills like map pressure, looping correctly, or even game sense."

    In normal lobbies, probably true, if you're really good you can probably stomp on 99% of lobbies without tunneling.

    In comp where everyone is god tier ? Nah bro that's not a thing, the only time it happens is in specific set like ghostface lery and it's only because they count hook states as wincon and not kills. They will say "Oh yeah I got 7-9 hook state on this set" it's decent. But 3-4 people got out the door. The problem is that most normal players count an escape as win and died as lose.

    And all that considering against low tier killers survivors have a LOT of restrictions like a lot of strong perks banned (shoulder, FTP, reassurance, sprint burst…), no duplicate perks, no OP items (syringe, BNP, skyptic), not allowed to use anti-camp mechanics…

    It's hard to say for me because idk who BHVR is balancing for. Right now, in the "ultimate no limit highest skill ceiling" scenario I believe it's survivor-sided and you can't affort not to tunnel with any killer.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    Last sentence maybe not true for some killers like nurse midwich idk.

  • Man_of_triangles
    Man_of_triangles Member Posts: 379
    edited April 2025

    Reassurance is only good if you're in a party. See, if the killer is even vaguely patrolling around the hook and clearly isn't concerned with actively seeking out chases, then you do not need to unhook the survivor until they are almost at the next stage. You can just leave them for a while and have everyone repair generators. Immediate unhooks are only valuable if the killer has raced to the other side of the map to get more hooks, and if the killer is patrolling then a quick unhook will only give the killer another chase and more pressure, perhaps even aid him in tunneling. This means that Reassurance can keep the killer patrolling around the hook longer, giving your team more time on gens. Problem is that in solo queue everyone is unhook hungry and there is no way to communicate this strategy, so if you run to the hook and use Reassurance the extra time added to the hook timer is wasted because your teammates are not working on generators.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    True, it's best case scenario but I don't feel like it happens that often if ever even in SWF tbh. You could proxy camp 70 seconds 2 gen pops, and someone save last second. No one saves and you give up 3 gen which is headed in a 2K match in most cases. The guy you're trying to proxy camp could have deliverance or wicked and cobe last second. Survivors could let a death hook happen and deny it later with shoulder.

    I don't see a lot of killers camping without pressuring gens personally and I feel like it's incredibly risky for them do so. If they don't do it, it's probably because it doesn't work right .

  • crogers271
    crogers271 Member Posts: 3,269

    Reassurance has always been a perk that relies on a killer playing a certain style to get any value out of it. Less killers can hard camp now, but as you mentioned in your post there are some that can and Reassurance can still be powerful against them.

    It's also more usable in end game rescues to buy time for everyone to heal up before going in.

    Compared to StB - StB loses its value if you get hooked, as now you're just trading who is on death hook.

    Yeah but in tournament there are limitations like unique perks. Now, don't get me wrong it's probably still super strong since I believe reassurance is banned against every killers in comp. I also believe in the next season of DBDL, they are banning FTP except against tier I killer (nurse, blight, billy, spirit, and maybe kaneki).

    As a frequent watcher and enjoyer of DBDL, its not what Dead by Daylight actually is. It's basically a different game. Survivors are given an absolutely massive buff by knowing ahead of the game who the killer is going to be.

    Lots of changes that they make to the game are around making it more predictable and less random. They also ban perks that they think take out skill expression, such as some aura reading, and the ban should not be seen as a statement on balance.

    And whenever comp comes up, its worth mentioning that Asia comp/the old community cup doesn't have nearly as many bans, because they don't do preselected killer (they choose from a group), and they are fine with the random elements (a minor example: they are okay with opening chests, while that's banned in DBDL, not because its unbalanced, but because its too random).

    And the strategy I seem to observe is 1 deliverance, 1 wicked, 1 shoulder, and sometime FTP. But no reassurance in sight, maybe I am wrong tho I am not that interesting in a super comp team demolishing pub killers ngl.

    Because in this scenario it doesn't matter if a survivor dies. If the killer wants to camp for the 1k they'll just finish the gens and leave and the streak goes up. But being most survivors are playing with an ideal goal of a 4e if its available, Reassurance has a little more value.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    and they are fine with the random elements (a minor example: they are okay with opening chests, while that's banned in DBDL, not because its unbalanced, but because its too random).

    True, honestly I only recently got interested into dbdasia since the Chinese team (Nova) performed last season in DBDL. I am not that familiar on their rule sets. I only know they are trying to make it closer to DBDL in China.

    Ig allowing reassurance would destroy this whole comp concept of securing hooks but to preserve this play style they had to ban built-in cobe anyway so it may not be a fair representation of how strong it is just because "it's banned in DBDL / COTF". Fair point.

    Because in this scenario it doesn't matter if a survivor dies. If the killer wants to camp for the 1k they'll just finish the gens and leave and the streak goes up.

    True

    But being most survivors are playing with an ideal goal of a 4e if its available, Reassurance has a little more value.

    Is that really true though ? In soloQ reaching endgame is already nice. I feel like most survivors "winning mindset" is trying to maintain a 4v1 as long as possible and get a comfortable endgame and eventually go for end game unhook. Hard to imagine anyone has the luxury of winning so much they could run reassurance to get 4 escapes instead of 3.

  • crogers271
    crogers271 Member Posts: 3,269

    Hard to imagine anyone has the luxury of winning so much they could run reassurance to get 4 escapes instead of 3.

    Well that's why I said a little more value.

    As a 100% soloq player, I've had situations where it has helped save a survivor in the end game for the 4e. Lots of times we're cranking out that last gen while the survivor is dying on hook, so when the gen finishes we don't have the time to get the save. Being able to expand on that time, plus the possible value during the match, is nice.

    It's not S tier or anything, and usually when I run it its more because of a strong desire to take down camping killers should I encounter one, but if I had the choice between it and shoulder, I'd still go reassurance.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    They are both terrible in soloQ.


    Youll have no control over who wants to act a fool, and save 10 seconds into your reassurance.

    Or save before you can even get reassurance off.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,400

    I personally love the Perk. I really do. I get a lot of value off of it with my friends. Just me though.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    it's crazy how even in big 2025. Reassurance is considered as an exclusively anti-camp perk and even worse, considered mid

  • Firellius
    Firellius Member Posts: 5,480

    I usually agree with what you say, but I have to speak against you here.

    It's 'T O P M M R', not 'max MMR'.