Reassurance, Part 2

So now that the new patch notes have been released, it appears that I was correct in assuming the perk would get a pretty hefty nerf. BHVR says the reason for the change is because "this could have been abused to keep the hooked Survivor permanently on the hook, preventing them from being sacrificed against their will." Let's be real for a sec. If that was actually the reason, BHVR could have implemented a means for the hooked survivor to voluntarily deactivate the perk.

The real reason for the change seems to be that killers were upset that it interfered with their ability to camp hooks, sort of like the reason Awakened Awareness was nerfed purely because it hindered Nurse players. At the end of the day, killers should not be encouraged to camp hooks. If they want to, perks like Reassurance were supposed to punish them. Apparently having an anti-hook camp perk is a no-go. If you saw the changes they made to unhooked survivors too, you'd also notice that once again, they didn't take steps to actually resolve the issue of tunneling, just to enable survivors the ability to move a bit further and not touch anything.


Thoughts? Was this entirely expected? Do you believe their reason for the nerfs?

Tagged: Mod

Comments

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152415#Comment_3152415

    Non-camping killers... yet the killer is disrupting the rescue? That sounds like he was camping to me if he was in range to disrupt the rescue.

    Rescuer takes chase but still got within 6m of the hooked survivor? If they had to go in the direction of the hooked survivor, the killer had to be camping to force that scenario.

    Little late getting the rescue... at 6m to activate? That is 1.5s of survivor running at 4m/s, and 3s of unhooking. That buys you 4.5s so that turns 59s rescues into 63.5s rescues.

    Each example of a "non-camping killer" was actually a killer camping, and late to the rescue gives you a whopping four and a half seconds. I'm sorry, but your complaints have to be pretending in falsehoods in order to prevent nerfing camping.

    Edit: To be fair, I will allow a survivor being near hook when their ally is being hooked changing the hook to a 90s hook being an abuse case scenario, which could also be fixed by needing at least 10s on hook before it can be used.

    No not really always the killers fault of camping. Survivors play greedy and offensive enough to show themselves to the killer while rushing for the unhook. You can't always blame that on the killer, survivors are OFTEN mindless enough to rush it like that. And as killer, if you hit one survivor near the hook, it is most likely that another will think "he got injured, I need to safe now because he is in chase". And that pulls survivors off gens right into the killer. This is one of the most obvious reasons when camping is a legit strat and gets rewarded. Because of bad survivor play and they dont let the killer get away from the hook. It is actually the survivors forcing the camp in these situations

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153039#Comment_3153039

    BHVR listens to killer mains because they're the most vocal. I can't believe he actually believes it was beneficial for survivors to force themselves into a 3v1 lmao.

    Tell me you face camp every game without telling me you face camp every game energy.

    Killers complain about second chance perks then get a second chance on all the time they lost over committing to one survivor with slowdown perks.

    Killers whine about survivors getting rewarded with "free escapes" then face camp the baby meg they caught once and force trades getting free hooks and kills without: moving, mindgaming or doing anything that takes actual skill.

    The killer hypocrisy is why this game lost 25% of it player base just on steam (who knows how much including other platforms) with this last patch.

    And still survivors get anything to counter brain dead killer campin? nope nerfed into the ground because "muh facecamping wah wah"

    People dont "force a 3v1" to win, but to piss people off. Sandbagging is also not done to win the match, Makes sense, right? The issue is the infinite hook state, that got adressed, and try to camp against my mates when I run new reassurance, and I'll show you that it still is worth running it

  • A quick reminder to please keep the discussion in here civil and respectful to everyone. You can constructively disagree, without belittling others. Thank you.

    And a reminder, ALL feedback is taken into consideration and listened to; that includes players that play only one side, and those that play both sides equally, or in varying degrees. PTB Feedback from the community as a whole (as well as what is tested internally) is looked at, and careful consideration of all of this is taken when the team as a whole proposes and decides on changes that will move forward into the live game.

  • Again, the perk needed an opt-out to solve that. Not this complete gutting.

    @Deadeye said:

    To OP, this must be trolling right? For the Reassurance nerf, read below. Bad design needs to go, period. 30 seconds is still enough to allow a lot of gen progress, you can even do a gen near the hook and activate it a second time on the next hook stage, which basically allows every survivor to finish a gen. 3 gens for a single hook stage is quite a bit. Beneath that I cant really remember that there were killers yelling "I can't camp now D'UH"

    And the nerf for Awakened Awareness? How was that hindering the nurse? This is actually to nerf nurse, old Awareness was way too strong if you combine with Starstruck and Lethal. 4 seconds aura reading on an exposed survivor within 20m? That's a safe double down on each semi decent nurse.

    And regarding the basekit BT and the conspicious actions, there you completely ignore how old DS was abused. Nice one. Argue without even half of the facts, cant take this serious.

    https://forum.deadbydaylight.com/en/discussion/comment/3152427#Comment_3152427

    So they listened to killer mains when they invented the perk to finish gens solo in about half the time it should take?

    https://forum.deadbydaylight.com/en/discussion/comment/3152376#Comment_3152376

    It is a band aid perk as others in the game, but a much needed one. That only the killer can activate? Is the same on BT and Unbreakable for example right? Do you trashtalk Unbreakable like that? It is a game changer when it comes to action and is exactly for this situation. You can say the same on almost every perk, everything is conditional. No Dead Hard against insta downs or SLinger/Legion, RIP Bite The Bullet when the killer has Nurses Calling and so on and so on.

    You bring this perk as asssurance to counter a playstyle you dislike, or to counter it when it simply makes sense to camp.

    And the CD was insane because you could activate it 5 times per hook stage. Two survivors can keep the hook stage active for an unlimited time. And this is simply a bad design, nothing in the game, for whatever solid or dumb reason, should ever allow to extend anything for an unlimited amount of time. The trolling factor is the same reasoning like the mori spamming that was possible for killers not too long ago, which stopped the bleed out process and could take the last survivor hostage for hours. Bad design, needs to go. This was not about 30 seconds of not being able to give up

    You can say the same on almost every perk, everything is conditional. No Dead Hard against insta downs or SLinger/Legion, RIP Bite The Bullet when the killer has Nurses Calling and so on and so on.

    First off, the stuff you're listing is conditionally disabled, not conditionally enabled. IE: They're on most of the time, except for [condition]. Reassurance is the opposite: It's worthless most of the time, except for [condition]. DS has this too. BT and UB also have this, but to a lesser extent, considering they can be forced if the survivors coordinate well.

    But secondly, how are you going to compare such powerful effects as BT and UB to Reassurance's effect? BT and UB buy you time by making the killer invest his in a new or longer chase, but Reassurance doesn't buy your team time unless the killer is camping, and it costs the survivors time instead.

    That's the thing that goes over a ton of people's heads when they say it had high uptime. Yes, it does. It's also a really worthless effect unless the killer hardcore faceplants his way into it. But apparently that's something killers should be permitted to do. You can have anti-tunnel, but it should be the equivalent of a gun that just unfurls a flag that says 'BANG' if the killer does everything they need to do to get the perk to fire. You can have anti-camp, so long as the killers can just camp through it without too much bother.

    And the CD was insane because you could activate it 5 times per hook stage. Two survivors can keep the hook stage active for an unlimited time. And this is simply a bad design, nothing in the game, for whatever solid or dumb reason, should ever allow to extend anything for an unlimited amount of time.

    A ton of perks in the game last for an unlimited amount of time.

    The trolling factor is the same reasoning like the mori spamming that was possible for killers not too long ago, which stopped the bleed out process and could take the last survivor hostage for hours. Bad design, needs to go. This was not about 30 seconds of not being able to give up

    Again, the trolling factor could easily be solved by allowing the hooked survivor to reject the effect. The perk didn't need to get the hardest nerf in the game's history, thereby making it infinitely worse at the one job it is supposed to do.

  • 2 survivors can body block another survivor into a corner and keep them hostage the entire match too, if you were going out of your way to ruin another survivors game, then you can do it without this perk in its old form. Nerf was unnecessary, and dressed as an anti-griefing measure to mask the fact that hook camping is considered a fun and "skilled play".

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152752#Comment_3152752

    No not really always the killers fault of camping. Survivors play greedy and offensive enough to show themselves to the killer while rushing for the unhook. You can't always blame that on the killer, survivors are OFTEN mindless enough to rush it like that. And as killer, if you hit one survivor near the hook, it is most likely that another will think "he got injured, I need to safe now because he is in chase". And that pulls survivors off gens right into the killer. This is one of the most obvious reasons when camping is a legit strat and gets rewarded. Because of bad survivor play and they dont let the killer get away from the hook. It is actually the survivors forcing the camp in these situations

    I both agree and disagree with your points, and I will try to explain.

    I agree that a survivor rushing the hook while in chase is a misplay on the survivor's part, however I disagree with Reassurance being a problem in that case. The killer is getting essentially free health states from the foolish survivor bombing a hook, and best case scenario a hook trade re-procing a Scourge Hook.

    I agree that someone seeing an injury will think they might need to go for the rescue, but I disagree that is "forcing" a camp. As killer I can continue to chase the survivor who just gave me a free health state, and worst case scenario they have a source of endurance making it 2 hits to down. If I decide to stay on hook instead of committing to the chase then I chose to camp, no one forced me. If Reassurance punishes the killer for camping in that scenario then that is still a good thing.

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  • Survivors are not supposed to have anything good. We should know this by now. So, can anyone tell me with a straight face, how a teammate running completely across the map to activate a short 30 sec pause only one time is supposed to be any good? This feels like another killer perk where it forces someone else to have the perk and to stop their objective and run to the killer to be killed.

    Take note BHVR:. Survivors are quitting your game for a reason.

  • New killer in the ptb, so they listen to killers to make changes. A good surv perk in the ptb, and they listen to killers also. If you think about it, it’s a good move, because soon survs will only be killer mains looking for a match without waiting 10 minutes

  • I think the perk change is perfect.

    It both removes the hostage situation that would have stopped me playing survivor in solo queue and kind of block crybabies from killing themselves on hook.

    I'm pretty sure the aforementioned crybabies will now be happy about it though. I call that a bonus.

  • @LittilAvindar said:

    So now that the new patch notes have been released, it appears that I was correct in assuming the perk would get a pretty hefty nerf. BHVR says the reason for the change is because "this could have been abused to keep the hooked Survivor permanently on the hook, preventing them from being sacrificed against their will." Let's be real for a sec. If that was actually the reason, BHVR could have implemented a means for the hooked survivor to voluntarily deactivate the perk.

    The real reason for the change seems to be that killers were upset that it interfered with their ability to camp hooks, sort of like the reason Awakened Awareness was nerfed purely because it hindered Nurse players. At the end of the day, killers should not be encouraged to camp hooks. If they want to, perks like Reassurance were supposed to punish them. Apparently having an anti-hook camp perk is a no-go. If you saw the changes they made to unhooked survivors too, you'd also notice that once again, they didn't take steps to actually resolve the issue of tunneling, just to enable survivors the ability to move a bit further and not touch anything.

    Thoughts? Was this entirely expected? Do you believe their reason for the nerfs?

    Unfortunately when killers whine BHVR has to run to the rescue to please them. That's how the game goes these days.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152415#Comment_3152415

    Non-camping killers... yet the killer is disrupting the rescue? That sounds like he was camping to me if he was in range to disrupt the rescue.

    Rescuer takes chase but still got within 6m of the hooked survivor? If they had to go in the direction of the hooked survivor, the killer had to be camping to force that scenario.

    Little late getting the rescue... at 6m to activate? That is 1.5s of survivor running at 4m/s, and 3s of unhooking. That buys you 4.5s so that turns 59s rescues into 63.5s rescues.

    Each example of a "non-camping killer" was actually a killer camping, and late to the rescue gives you a whopping four and a half seconds. I'm sorry, but your complaints have to be pretending in falsehoods in order to prevent nerfing camping.

    Edit: To be fair, I will allow a survivor being near hook when their ally is being hooked changing the hook to a 90s hook being an abuse case scenario, which could also be fixed by needing at least 10s on hook before it can be used.

    Sounding like and being are 2 different things.

    How about this scenario: The killer hooked a survivor and went out on a gen patrol. He found 2 gens with no progress and a 3rd gen with progress and kicked it but couldn't find Spine Chill Claudette. At that moment he decides to return to the hook (or even spots the rescuer running) to see if he can acquire a target (the rescuer) or disrupt a last second save and force Stage 2 on the hooked survivor.

    Does that still sound like camping to you?

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152752#Comment_3152752

    Sounding like and being are 2 different things.

    How about this scenario: The killer hooked a survivor and went out on a gen patrol. He found 2 gens with no progress and a 3rd gen with progress and kicked it but couldn't find Spine Chill Claudette. At that moment he decides to return to the hook (or even spots the rescuer running) to see if he can acquire a target (the rescuer) or disrupt a last second save and force Stage 2 on the hooked survivor.

    Does that still sound like camping to you?

    No, but in that case the Reassurance survivor had to spend 15-20 extra seconds to reach the hook, and now they have to spend that same time leaving it. Also they are in chase now, presumably giving a free hit due to having to deadzone themselves to Reassurance the hooked survivor. With a duration of 30s that leaves another survivor being forced to already be heading there to prevent the stage 2. That also excluded the 4 remaining generators, and required the killer having zero map awareness (other than to return to hook) or intel perks. So in a fringe case example like that as opposed to a more common example of the killer staying within LOS of hook as much as possible, I'd say PTB Reassurance is fine. The cost is ultimately low enough to justify.

    Edit: Also the example you listed can still happen with the version scheduled for Live servers, unless you are saying the killer checked 3 gens in the span of 5 seconds, gave up, and committed to the camp.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/342962/reassurance-part-2

    100% the perk did not need any nerf, and was easily countered by not camping or going after the reassurance user. The devs want killers to be able to get free hook trades with minimal effort by standing in front of the hook. I wish they would reconsider, especially with how much more powerful camping and tunneling has become post survivor nerfs.

    when you gonna realize the devs don't care

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