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Reassurance should not be in the game

m4x1m_000
m4x1m_000 Member Posts: 103
edited September 2022 in Feedback and Suggestions

This is a perk that breaks the timings of the game, gives resources to the survivors, destroys the hook state itself and the killer's control of the game.

Now hook stage can last up to 180 seconds. What does this mean? This means that survivors with this perk don't have to worry about unhooking their teammates. All they have to do is press the button one by one and they will get an extra 120 seconds to repair the generators, search for and cleanse totems (which is unfair for Devour Hope). Much more profitable to press the button and return to the nearest generator, and unhook when it is profitable (when the other survivor was hooked for example).

Imagine that you are a killer who wants to win, and not like a clown running the whole game around the map for different survivors. 30 seconds after the hook, you return to the hook, because either a unhook will occur, or you will not allow an unhook and the survivor will receive the second stage. It's called control. What do you think would be more profitable in such a situation to do the survivor who came for save? Press the button. You can't be grabbed, you don't get a hit, you don't need to save in exchange or wait for a mate to double save. You press the button and you return to the generator.

This perk destroys the hook stages per se, because the stage can be extended so that the survivors can only save when they feel like it, and not when they need to do it by timing. This can give a huge advantage even in solo, for example when playing against Devour Hope. You have no choice to give the killer a stack of Devour Hope or save the mate. You press a button. Now you also have time to find the totem and not give the killer a stack. The survivor was hooked near you? You come and press a button. As long as you are chased and before you knocked, your mates have an extra 30 seconds to repair the generators because they don't have to worry about saving their teammate.

Finally, there is no camping problem in the game. Camp is a game mechanic that killers can take advantage of. The counter-play mechanic for survivors is a double save. And instead of adding another push-button perk, solo survivors need coordination. For example, base-kit kindred. Survivors will know where their teammates are and if the killer is near the hook. This information is enough to understand whether a double save is needed.

SFWs are already good, but now their matches will also not have a hook timer. So far, the survivors haven't experienced the full value of this perk, but we are waiting for a videos from youtubers about what a good perk it is, and it will become a meta. Give coordination to solo survivors if you want to fight the camp instead of breaking the mechanics of the game by the button.

Post edited by m4x1m_000 on

Comments

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    Double-burger example of what I described above.

    What did the survivors manage to do while Nea's hook stage? First, one gen was repaired. Rebecca 01 went to the hook, used Reassurance, then returned to the generator, repaired it. After that, there was still no point in unhook Nea. Instead, the survivors repaired the generators and searched for the Devour Hope. Devour Hope, which requires a lot of effort to implement, was simply destroyed with one perk that you just need to press.

    This match is a great example of how much resources a hook stage can give to survivors, which is supposed to work for the killer actually. What's the point of a hook stage timer if the survivors will still unhook when it's convenient for them because of push-button perk?

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    Survivor who can be on a hook for 180 seconds applies no pressure because his mates don't need to worry about unhooking him. Just "hook someone else". I see.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    The solution: figure out who uses this perk and hook them.

    At the moment this is most likely any Rebecca you see.

    Same as with Mikaela back then. Don't like Boons? Kill the Mikaela.

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    You can watch the video where Reassurance was perfectly used to get gen done and cleanse Devour Hope. And the situation of these survivors is not even close to lose.

    Survivor cannot 100% unhook himself if he does not have Deliverance. If you hook someone, the pressure comes from TWO persons: one comes for save, one is on the hook. With Reassurance you don't need to save and it gives you extra time to repair gens.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    I wanted to say the exact thing. The perk was used perfectly.

  • MsSaltyGiggles
    MsSaltyGiggles Member Posts: 42

    The video doesn't really tell the story of the full match. You start it at 3 gens left and the survivors are about to fix 2 more gens. They also don't even cleanse your totem until the middle of the game which is lucky. You were proxying the hooks instead of patrolling gens or checking your totem. That part where you're just strafing back and forth waiting for someone to be pulled off of hook is where you made the mistake. If you're concerned with reassurance then don't hook survivors next to your devour. You could also bring Hex: Undying and Scourge Monstrous Shrine. Reassurance is a perk like any other perk that can be beneficial. Not everyone is going to run it, and its usage is situational just like Scourge Monstrous Shrine.

  • Gandor
    Gandor Member Posts: 4,268

    well unfortunatelly for campers like you. Devs decided that camping should not be super easy mechanic that just gives you kills for free without any drawback. Bad for you I guess. But finally something good for the game.

    And If I have to trade Bubba getting 2 guaranteed kills until last gen pops (proven by a few large streamers after 6.1 killer buffs) + whole endgate vs dhope is slightly nerfed... Then poor dhope. If anything, reassurance should be buffed (e.g. to said 40s instead of 30s it gives).

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    I’m survivor main and you seem to be a big dreamer so you can make such statements out of thin air. I play killers sometimes, and for example, if survivor was hooked next to the hot gen there is no reason to leave this spot for me, so yes, camping is a killer mechanic and survivors should care about where they fall to prevent such situations. But now all they need is a push-button perk. Game shouldn’t work like that.

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    This video provides the value which Reassurance can give to prove my words: extra time for survivors, which is already enough in the game. Press the button and your mates don’t need to care about hooked mate, keep doing gens. The one who don’t have extra time in this game was always killer.

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    ”If they use reassurance to get a gen done and cleanse your totem”

    You clearly don’t understand what i’m talking about. Reassurance is not just anti-camp perk. This is perk which is provides more time for survivors to get gens done even without camping. You was nearby hooked surv in start-game? Push the button, take a chase, +2 gens done. No need for third survivor to come for save hooked mate. Without Reassurance it would be just one gen because one of the survivors would come to unhook. It’s just about time when SWFs will realise the value.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,390

    I dont really see the issue here to be perfectly honest.

    Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time. And even if, there was still a level of coordination between the survivors which allowed it to happen. Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together, it's by design. It's not as simple as pressing a button to destroy your effort, it's people coming together to do stuff, clear comms, game sense, etc.

    And if getting the survivor out was such a huge deal, why didnt you return to the hook to at least try and prevent the save or confirm the kill? Their hook progression timer was down super low and you have your ability ready to use, you could have went over there with almost no difficulty. Yes you might have to wait extra time but the results would have been the same if the survivors clearly showed no interest in going for a save, or at least to the degree that you express it.

    "What's the point of a hook stage timer if survivors will still unhook when it's convenient for them because of push-button perk?" Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship. Longer range for activation. Longer duration of effect. It's a more selfish perk but literally would have produced better results... which leads me to question, would you have complained if Kinship was used instead? The results would have been better, if not the same.

    They had a niche perk. They used the perk effectively. They used coordination to accomplish a lot. You got outplayed. It happens. It's not that huge of a deal.

  • m4x1m_000
    m4x1m_000 Member Posts: 103

    I’m here to not discuss the match which I sent just for example to prove my words about this perk. It’s not even my match, it’s just something that I saw on twitch.

    “Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time”. No, it have a limited amount of use per hook, not survivor. One hook = one use. You sound like only indefinite amount of time is a problem. So there’s nothing wrong with 150 seconds hook stage?

    ”Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together.It's not as simple as pressing a button to destroy your effort, it's people coming together” All these people need to do is repairing gens. Simply press a button, and you have more time to repair gen. Sorry, but survivors have no alternative by this game designe.

    " Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship.” Here we go. Did you read my post? Main idea of this perk - press the button and you can go away doing gens or take a chase. With Kinship you can’t repair gens. And while the goal of survivors is to repair 5 gens and leave in gates - Reassurance is better than Kinship.

    And now — “Killers themselves are suppose to be powerful on their own”. How killers suppose to be powerful if you kill their mechanics? Hook timer, which works for survivors, is ridiculous. Hook timer should be a pressure, survivors have to be scared of hook. But it’s not that scary if you can hang for 150 seconds. No reason to hook survivor in triangle, although this is his mistakes. Press the button and no pressure - survivor won’t die next 150 seconds. No reason to hook survivor next to hot gen — press the button and there’s nothing to control. These situations just sound like “go in the corner and let surviors finish the gens”.

  • Gandor
    Gandor Member Posts: 4,268

    Just stop camping and problem solved. Camping and tunneling got way too easy - so some killers (survivor main was clearly a joke) got mad, that they now need to do something to desearve a kill. Giving survivor extra 30s for being injured (yes 6m means you will almost always get hit if killers do not facecamp or some wall does not give survivor fighting chance) is still way less then what killers got recently.

    Just stop camping and chase for your hook states. Your survivors now have only 3 perks anyway.

    After 6.1 you are still clearly more powerful. 300h killers are now able to win matches against 1000h survivors. What more do you want? 10s hook time for super-easy camp? Remove hook states from survivors? Or push button to instakill?