BHVR actually listened to campers and nerfed Reassurance?

Listen BHVR I love you(not really) but here is a thing - if SWF group or single individual wants to torture someone, they will do just that no matter what. No matter the perks or anything else. Reassurance was perfect as is - if killer wants to camp, let them do just that, stare at survivors eyes for the whole match while everyone else leaves. Now it's gonna be another OP SWF perk and almost useless solo Q perk.

Comments

  • Not one person can or has told me, after i asked what Resassurance does and what was nerfed about it smh.

    A whole two pages and i have no idea what people are talking about...oh well.

  • @Droneinthrwind said:

    Listen BHVR I love you(not really) but here is a thing - if SWF group or single individual wants to torture someone, they will do just that no matter what. No matter the perks or anything else. Reassurance was perfect as is - if killer wants to camp, let them do just that, stare at survivors eyes for the whole match while everyone else leaves. Now it's gonna be another OP SWF perk and almost useless solo Q perk.

    Well one of the bannable offences in this game is holding the game hostage via making no way the game end

    if 2 people ran that perk they could keep 1 person alive forever with no way to die unless the killer decides to kill the 2 with reassurance

  • @cyniChris said:

    BHVR can't do anything right in your eyes, huh?

    Reassurance, in its PTB form, was abuseable to a point where it could hold survivors hostage or make survivors literally never die.

    Just because SOME killers camp doesn't mean the killers who don't should be punished. Just because SOME killers camp doesn't mean survivors who just want out of the game should be held there against their will.

    Reassurance gets a nerf, while still being a very strong perk, and you act like you'll never see it. It'll be as common as old BT - you'll see it in virtually every match. And it WILL win games.

    Stop whining because you can't abuse a perk.

    do you need evidence? like how killer ques are as bad as ever? do you think thats a coincidence? Lets not be naive here, they are pushing people away with these horrible ideas they implemented with the dh destroy patch.

  • @Edilibs said:

    Not one person can or has told me, after i asked what Resassurance does and what was nerfed about it smh.

    A whole two pages and i have no idea what people are talking about...oh well.

    This is the current: https://deadbydaylight.fandom.com/wiki/Reassurance (I don't mean to be rude, but seeing what it currently does is a search away). Now, as for the what changed about it, it used to have a 40? second cooldown instead of being once per each hook in the PTB. So, a 2-3 man SWF could theoretically just keep trading perk activations on that hooked solo survivor to keep them hostage indefinitely, even if the killer isn't actually camping just so they can grief the solo survivor.


    Did people actually do this? I have no idea, but I have no doubt that it would happen on live occasionally since there are some people playing the game that definitely would do it and it would probably have to be addressed in the future anyways once that makes the rounds on reddit/forums/twitter.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149599#Comment_3149599

    Sadly, this is how most threads go. People complain about the perk being trash, when its still strong and not abusable anymore. I sometimes really wonder, if the people that complain about it, never got a toxic SWF squad, that tried everything to make their teammates live as unenjoyable as possible.

    so strong that a face camping bubba. can still be a face camping bubba....but thats ok.....because in killers eyes...its strategy. its become clearly evident they listen to all these killer complaints, fix those problems. but dont really do much about face camping....bt lasting that extra 5 seconds wont do anything to help against that

  • @BoredDBDAccount said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151219#Comment_3151219

    This is the current: https://deadbydaylight.fandom.com/wiki/Reassurance (I don't mean to be rude, but seeing what it currently does is a search away). Now, as for the what changed about it, it used to have a 40? second cooldown instead of being once per each hook in the PTB. So, a 2-3 man SWF could theoretically just keep trading perk activations on that hooked solo survivor to keep them hostage indefinitely, even if the killer isn't actually camping just so they can grief the solo survivor.

    Did people actually do this? I have no idea, but I have no doubt that it would happen on live occasionally since there are some people playing the game that definitely would do it and it would probably have to be addressed in the future anyways once that makes the rounds on reddit/forums/twitter.

    Yeah but i still needed to know what it did initially and thanks!

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149636#Comment_3149636

    so strong that a face camping bubba. can still be a face camping bubba....but thats ok.....because in killers eyes...its strategy. its become clearly evident they listen to all these killer complaints, fix those problems. but dont really do much about face camping....bt lasting that extra 5 seconds wont do anything to help against that

    With this perk, a survivor has up to 5 minutes on the hook. That should be more than enough time to finish all gens and attempt a rescue during the endgame.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149218#Comment_3149218

    do you need evidence? like how killer ques are as bad as ever? do you think thats a coincidence? Lets not be naive here, they are pushing people away with these horrible ideas they implemented with the dh destroy patch.

    What does any of that have to do with what I said?

  • I'm pretty sure it was nerfed because survivors held a single survivor hostage by constantly applying reassurance, but yeah this wasn't the right change.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151262#Comment_3151262

    With this perk, a survivor has up to 5 minutes on the hook. That should be more than enough time to finish all gens and attempt a rescue during the endgame.

    With 4 survivors running this perk, the three not being face camped could give the survivor additional time on hook if they can get all close enough to sniff the hook without being downed themselves. Every activation takes survivors' time away from gens because of travel time, and the strategy doesn't work at all if they are being camped in the basement. In main building basements, you have to go to the bottom of the stairs to be close enough, and, while you can technically activate it from above the hook if basement is in shack, the killer can also just camp the shack upstairs and deny the spot of ground at maximum range directly above the hook that would allow the perk to work. It also won't work if the hook is in a dead zone, where a killer can easily proxy camp the hook and prevent anyone from getting within activation range.

    Maybe, before the single activation nerf, one survivor could have invested the time to delay the hook to make this work. Because the other two could just focus on generators without interruption. But now that "maximum hook time" requires all three others to leave gens to pull off, it's a losing strategy for the survivor team every time.

    I'm never sure why the assumption in these scenarios is that a killer who is hard camping a hook has absolutely no awareness of or interest in the other three. Every killer I've ever seen is perfectly happy to proxy camp a bit if it means camping a hook and a slug at the same time for extra free pressure. And proxy camping is way, way more common in my experience than hard face camping.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151407#Comment_3151407

    With 4 survivors running this perk, the three not being face camped could give the survivor additional time on hook if they can get all close enough to sniff the hook without being downed themselves. Every activation takes survivors' time away from gens because of travel time, and the strategy doesn't work at all if they are being camped in the basement. In main building basements, you have to go to the bottom of the stairs to be close enough, and, while you can technically activate it from above the hook if basement is in shack, the killer can also just camp the shack upstairs and deny the spot of ground at maximum range directly above the hook that would allow the perk to work. It also won't work if the hook is in a dead zone, where a killer can easily proxy camp the hook and prevent anyone from getting within activation range.

    Maybe, before the single activation nerf, one survivor could have invested the time to delay the hook to make this work. Because the other two could just focus on generators without interruption. But now that "maximum hook time" requires all three others to leave gens to pull off, it's a losing strategy for the survivor team every time.

    I'm never sure why the assumption in these scenarios is that a killer who is hard camping a hook has absolutely no awareness of or interest in the other three. Every killer I've ever seen is perfectly happy to proxy camp a bit if it means camping a hook and a slug at the same time for extra free pressure. And proxy camping is way, way more common in my experience than hard face camping.

    You only have to activate it in the range, you can freely leave once you do so. Also since it's a once per a hook instance, survivors don't need to chain reassurance every 30 seconds. There's more than enough time during the entire hook state for each survivor to get close to the hook, activate reassurance and leave.

    A facecamping killer will often do nothing besides stay by the hook. So if you go and trigger reassurance and leave, it's very unlikely a killer committed to facecamping that survivor out will leave the hook to go after you. If the killer is not facecamping and simply trying to pressure the hook and anything nearby, then you can activate reassurance and lead the killer away from the hook giving the rest of the team additional time to rescue them.

  • WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely. That's just not balanced in any way, shape or form and the nerf brings it into the category of "Effective but not OP."

  • @ThatOneDemoPlayer said:

    I think they listened to the people that complained about it being abuseable, not the face-campers. The Perk is still good in that regard

    dont you think if they did it solely because it was abusable they would’ve gave the hooked survivor an “opt out” button? Or made it some that there is a 10 second cooldown after reassurance ends where nobody at all can use reassurance on the survivor, even if you weren’t the one who used it 1st? Or made it so there’s a 2 limit use per person so a max of 6 times per health stage, or per hook instance?

    It seems more like they just gutted the perk because of complaints about it being OP from face campers. And not only that, you can only use it 1 time per hook. So if the person ends up staying on hook until 2nd stage you can’t use it again. Anddd last but not least you can stack it up to 3 times if 3 survivors brought it, making it more powerful in a swf therefore making swfs more powerful. Just all in all seems like bad choices. They could’ve changed it in so many other ways for the better

  • The best solution against campers is yet run to the hook, let the camper kill you also and start a new match

  • I would have preferred for the devs to allow Reassurance to go live as is, then monitor it closely with their finger on the kill button. I don’t think it would have been abused greatly to the point where complaint threads would have started flooding in here. I think they had it right the first time.

  • You can still get like what, 90 seconds out of it? That's still pretty huge since that's enough time for one whole generator right there. I'm pretty fine with the change because in it's old state people would have to suffer at the potential of being in the basement with bubba for 10 minutes without any interaction whatsoever.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151407#Comment_3151407

    With 4 survivors running this perk, the three not being face camped could give the survivor additional time on hook if they can get all close enough to sniff the hook without being downed themselves. Every activation takes survivors' time away from gens because of travel time, and the strategy doesn't work at all if they are being camped in the basement. In main building basements, you have to go to the bottom of the stairs to be close enough, and, while you can technically activate it from above the hook if basement is in shack, the killer can also just camp the shack upstairs and deny the spot of ground at maximum range directly above the hook that would allow the perk to work. It also won't work if the hook is in a dead zone, where a killer can easily proxy camp the hook and prevent anyone from getting within activation range.

    Maybe, before the single activation nerf, one survivor could have invested the time to delay the hook to make this work. Because the other two could just focus on generators without interruption. But now that "maximum hook time" requires all three others to leave gens to pull off, it's a losing strategy for the survivor team every time.

    I'm never sure why the assumption in these scenarios is that a killer who is hard camping a hook has absolutely no awareness of or interest in the other three. Every killer I've ever seen is perfectly happy to proxy camp a bit if it means camping a hook and a slug at the same time for extra free pressure. And proxy camping is way, way more common in my experience than hard face camping.

    Before the nerf, your teammates could take you hostage for a infinite amount of time. If you´ve never had toxic teammates, then you´re a lucky person.

  • Well I may be a camper, but that's not why I called for a nerf.

  • Or maybe they realised that if 2 or 3 people are running this perk, it's pretty much impossible to kill survivors unless you slugg them?

  • It's funny how many people argue "you could take a survivor hostage with this, it had to be changed this way!"... That's not at all a valid reason for the perk to have been butchered like this, they could have simply made it so that the person on hook can still attempt to unhook themselves/still gets skill checks they can intentionally miss. Seems to me that's more so camping killers concerned about themselves than concerned about survivors being grieved by other survivors.

    I doubt we'll see the perk become a staple, and in its original version it definitely would have. I hope that with the "standout" survivor perk of the chapter falling into obscurity (or at least mediocrity), BHVR will at some point consider buffing it to at least 2 activations per stage (or better yet of course, address camping at a base game level, like they should have done years ago already).

    It really is quite ridiculous that they finally brought something that could have actually reliably combatted camping, but then not only was it in the form of a licensed perk (so a band-aid solution, locked behind a paywall), but they went ahead and nerfed it substantially after teasing us with what could have very well "solved" camping to an extent.

    And any non-camping killer should have been looking forward to it, I know I sure was, because in its original form, the perk was effective enough that you'd most likely have multiple copies of it in many of your matches, which if you didn't camp basically meant wasted survivor perk slots.

  • @Bardon said:

    WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely. That's just not balanced in any way, shape or form and the nerf brings it into the category of "Effective but not OP."

    WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely.

    Only if the killer is AFK. But at that point, no one is gonna die anyway. The killer does have to put in at least -some- effort to get a kill.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151996#Comment_3151996

    WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely.

    Only if the killer is AFK. But at that point, no one is gonna die anyway. The killer does have to put in at least -some- effort to get a kill.

    Only with an AFK killer? How to you figure that? A team with Reassurance can take turns swooping in on the far side from the Killer & keep the onhook survivor going indefinitely.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152643#Comment_3152643

    Only with an AFK killer? How to you figure that? A team with Reassurance can take turns swooping in on the far side from the Killer & keep the onhook survivor going indefinitely.

    Because the killer can just do his or her job and chase, down and hook the other survivors. Yes, two survivors could keep one person going forever. But what about two hooked survivors? What if there's two hooked and one in chase?

  • Pretty sure it wasn't an actual nerf, just made it so that people can't abuse it to hold someone hostage on hook for trolling purposes.

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