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What do you guys think about Reassurence? (Rebecca perk)

Pause the timer for 30 seconds on hooked Survivor. I feel like when anti-camp is introduced this perk will maybe be absolute or not good. Its allready not that great perk unless its in SWF group and killer really wants to just secure kills.

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Comments

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,533

    It's most effective for end game hooks when the anti camp is disabled. But that can be situational.

  • UndeddJester
    UndeddJester Member Posts: 4,970

    It's a great perk if the Killer keeps trying to cut people off from going for saves or is looming constantly to tunnel the player out, but as with any perk related to anti-tunneling or camping, SoloQ's aura goldfish brains and general refusal to be on gens, massively limits it's value.

    If your team is smart though and let's 1 player go for the unhook while otherwise doing gens, the perk is generally solid.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    It should have had its duration reduced with the addition of the 10 seconds to the hook timer. This perk is actually insane in a coordinated SWF

  • TohsakaMine
    TohsakaMine Member Posts: 54

    It's decent and has it's use, but it suffers from same fate as most of the perks in the game, which is that it is extremely situational. I think it works well when you have a killer that doesnt camp and you have a gen near ready by hooked survivor. chances are the killer wont go back to the gen thinking that the gen wont be touched until the unhook happens so it could easily get you to finish that gen then get the unhook without the killer suspecting a thing. Ive done this a few times. Other than that i havent used it for many other scenarios. Also decent when you go to unhook and the killer notices you or starts going back to hook and you can runaway after pausing the timer.

  • MrMori
    MrMori Member Posts: 1,917
    edited February 2025

    Good anti camp perk, but shines best in SWF. I think it's kind of sad that there's no UI indicator that a person on hook has an active reassurance on them, you just have to notice that the timer is paused, which isn't very intuitive to your teammates. Just like the anti camp bar is still missing from the UI for survivors on hook too. Unfortunate. Overall a very good perk, but you won't always get value.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    it's an very strong perk that is heavily underrated by community because people don't understand the general value of greeding people on hook in so many different cases other than camping.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    Without coordination or communication its a wasted perk more often than not. People dont wait out the timer… face save…. rush to the hook in an unsafe manner… dont know you have it.

    Just like shoulder the burden. Strong in the minorty of matches youll actually have to go against SWFS. For the 90% of your soloQ games, if someone brought it, they may as well have had 3 perks as a loadout.

  • Linkdouken
    Linkdouken Member Posts: 681

    Most of the time I've seen it used inefficiently as they'll save straight after using the perk basically making it pointless

  • buggybug
    buggybug Member Posts: 1,222

    It is niche as heck and even a coordinated swf do not need this perk. Base on killer usually one just try to unhook taking the whack as the other immediately pulls and all sashay out the gate. Most time its use when it is a safe unhook for meme purposes lol. Tbh steves cammadarie I feel is better but still not needed.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,967

    This exactly.

    Even with all of the outcry over "hostage situations", they only needed to add "press e to cancel reassurance".

    But since then, they've added AFC, 10 seconds to hook timers, and have planned even more anti camping measures. I'm still sad we couldn't have had the better version of reassurance, and maybe then this other stuff wouldn't have been necessary.

  • Shroompy
    Shroompy Member Posts: 7,793

    Base on killer usually one just try to unhook taking the whack as the other immediately pulls and all sashay out the gate

    And that's exactly why its a strong pick. It gives them an additional 30 seconds for Survivors to reset and set up for that save. They can open a gate, all heal up, and still have about a minute in some cases to go for the unhook. They can also spend that time doing things like finding NOED, or exhausting a killers power like Huntress for example.

    Its a strong pick even in Solo Q, and the reason why you see people use Reassurance right before an unhook in some cases is to let them know they have the perk.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    A perk made for SWF to abuse.

  • PleaseRewind
    PleaseRewind Member Posts: 346

    It wasn't just killer mains. I had that concern. I was worried that people would use it to extend my time on the hook and then go about their business. If people would actually do this is another matter but at the time it was a concern of mine.

  • PleaseRewind
    PleaseRewind Member Posts: 346

    This is why I HATE the down vote button. Like why? I'm just sharing what I felt at the time. Why do people so feel so negative about my feelings? Negative feedback with no input.

  • buggybug
    buggybug Member Posts: 1,222

    It really its just being abused, I seen somethings get downvoted that is nothing but a simple general and friendly statement, like i got downvoted by 8 for accidentally sending a blank message from my phone lol.

    Even something like I main x character gets downvoted. Idk why the devs are keeping this for. Feels no better than reddit and I may consider stop writting here until they wake up and remove it.

  • PleaseRewind
    PleaseRewind Member Posts: 346
    edited March 2025

    I should know better. Case in point someone downvoted my reply. Some people just get a kick out it thinking they upset someone else. I just need to ignore.

  • buggybug
    buggybug Member Posts: 1,222

    Agreed but at the end to we have a right to express how negative this is. I much rather see 0 upvotes than a single downvote, not sure if a poll would help but if you make one ill certainly agree to it. I mean Mandy said its a test and its already a failure. Devs wake up please.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,760

    I feel it is a great perk which has lost significant value due to the strides that have been made by the developers to reduce camping/tunneling.

    I do not see DS, OTR, BT, or Reassurance run very often, which is undoubtedly a reflection of player experience. This perk is seldom needed, which is great, but that should not deminish the impact it has when it is used effectively.

    11/10 Perk. +1 because rage quitters DC, instead of wait out the timer, to give up in second stage—possibly the only perk capable of saving a team from forced 3v1.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,398

    I personally love this Perk. I run a medic build and this perk is included. I call it my insurance perk 🤣

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,967

    I was worried that people would use it to extend my time on the hook and then go about their business.

    People can still currently do this. The only scenario that actually was impacted with the reassurance change was having 2 or more survivors working with the killer to keep someone on hook infinitely.

    Basically what you're wanting is some agency in the hook to not be held there for no reason. Which is why I've been saying that "press e to cancel reassurance" fixes every concern, even with the ptb version of the perk.

  • CautionaryMary
    CautionaryMary Member Posts: 808

    Don't get me started on a random who tried to kill themselves because I reassured them.

  • UndeddJester
    UndeddJester Member Posts: 4,970

    I have on occasion considered taking Reassurance just to wind up an SoH player trying to leave xD

  • CautionaryMary
    CautionaryMary Member Posts: 808
    edited March 2025

    I had to look up what the acronym is. 😂

    But yeah, it's really odd to play with the perk but then again - when I used Reassurance and that happened... It was years ago I believe? Maybe if I used the perk on soloq now maybe it'll be better lol.

    But even then, I think people are generally so impatient that they're like - unhook me so I can finish the gen with you, but I'd rather finish the gen and then unhook the person. Makes much more sense to finish the gen and then unhook, but no - people are like unhook me right away lol.

    Edit: I'm talking about a gen that's nearly popping - obviously if the gen is like low progress I will just unhook or just run nearby to reassure the person especially if a killer is camping.

  • Langweilig
    Langweilig Member Posts: 3,143

    It’s not very helpful. In most cases the range just is far too small and when you are in range you can simply unhook. I have never gotten value from it and my random teammates always use it and instantly unhook.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 565

    I think it’s a good perk but unfortunately it is situational. I think it’s fine tho

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I've had massive downvotes when I someone had complained about a perk and I replied with a hard counter that eliminates it entirely from a threat. Some people are going to downvote just because it's an option even if doing so makes no sense.