Reassurance should display an icon around the survivor portrait.

It should at least be shown to survivors so that solo queue survivors know that someone used it and they have some time before they need to go for the save.

Comments

  • We also needs a thumbs up animation for when it activates.

  • @ReverseVelocity said:

    We also needs a thumbs up animation for when it activates.

    "Pat on a back" animation. So Bubba would shed a tear before slice them both with their now-useless perk.

  • They will never give any love to solo survivors. Solo survivors don't know any of that:

    1. Is killer camping?
    2. Is someone going to save?
    3. Is someone else has Reassurance?
    4. Is someone used Reassurance?


    There is no surprise people stopped play solo-q.

  • SWF has free information but i should bring for perk it. No, thanks.

    I am just not playing solo anymore, i give up. SWF & Killer only.

  • That's a good idea. Helps Solo Queue and does practically nothing to help SWF.

    For these reasons, it will never see the light of day.

  • in case they never do this, you can tell a hook timer is paused since therell be a flashing red box around the bar. this happens when slugs are getting carried/picked up by teammates, when kinship is active, when reassurance is active, and when the unhook is happening (there may be more but this is off the top of my head)

    so its not perfect, but there is a way to see

  • @xni6_ said:

    in case they never do this, you can tell a hook timer is paused since therell be a flashing red box around the bar. this happens when slugs are getting carried/picked up by teammates, when kinship is active, when reassurance is active, and when the unhook is happening (there may be more but this is off the top of my head)

    so its not perfect, but there is a way to see

    that is good to hear. perhaps it'd be nice if the bar turned white, though.

    also, apparently the killer can see the survivor lit up in white? that's annoying. they shouldn't get to see that.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164239#Comment_3164239

    "Pat on a back" animation. So Bubba would shed a tear before slice them both with their now-useless perk.

    Reassurance is not useless. This is the same doom and gloom that was around after nearly every ptb where survivors have a good perk instead of a game breaking one.

  • hook progress UI bar starts glowing when it's activated (and also when kinship/camraderie is activated)

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164268#Comment_3164268

    So only play SWF. I don't see the issue. If you're playing solo. You make your decisions. Do you want a lot of 2nd chance perks ? Or aura reading ? Or a bit of both ?

    I am playing only SWF already. There is no point to play solo while it is the worst mod in the game.

    Solo-q = Complete your tome challanges and do not care about win, you will lose anyway.


    And no, i am not asking for second chance perks. I am asking coordination buffs for solo survivors. This mod should be enjoyable too which is not right now.


    You can not see issue? Alright but i am seeing. I want to enjoy on solo mod too. So i am talking about solo issues.

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164278#Comment_3164278

    that is good to hear. perhaps it'd be nice if the bar turned white, though.

    also, apparently the killer can see the survivor lit up in white? that's annoying. they shouldn't get to see that.

    i think its good the killer can see it. it gives the killer counterplay, which would be leaving the hook, which allows the survivor to get unhooked, and if the killer doesnt leave, then thats 33% of 3 different gens potentially done.

    the bar being white i dont think is the way to do it. if they wanted to make it easier to notice, i think making the survivors aura on hook turn white if their timer is paused is the way to go (i feel like it wouldnt be hard to do)

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164246#Comment_3164246

    Reassurance is not useless. This is the same doom and gloom that was around after nearly every ptb where survivors have a good perk instead of a game breaking one.

    I can't say "making camping difficult" is game breaking, but ok.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164295#Comment_3164295

    Fun is subjective. With that said. I've escaped the last 6 solo q matches. It's not impossible

    And i 4K'ed 10 games with Sadako, she is strong enough then. Buffs did not needed for her tho. Because i won games with her.

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164278#Comment_3164278

    that is good to hear. perhaps it'd be nice if the bar turned white, though.

    also, apparently the killer can see the survivor lit up in white? that's annoying. they shouldn't get to see that.

    I disagree, the killer should see it, the point is to encourage them to leave the hook, if i see the survivor lit up in white, i know i should probably chase after the other guy or i'm just going to lose.

  • I mean they're glowing white. i think that should be enough.

  • @StarMoral said:

    I mean they're glowing white. i think that should be enough.

    Yes but a solo queue survivor on the other side of the map won't see that. Let's say i go for the hook save, see the killer camping, use reassurance and then run back to a gen, other survivors don't know that is what happened and it is hard to notice the bar not moving because it moves so slow. So they might run to the hook and waste time, when really the should have stayed on the gen.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164286#Comment_3164286

    I disagree, the killer should see it, the point is to encourage them to leave the hook, if i see the survivor lit up in white, i know i should probably chase after the other guy or i'm just going to lose.

    @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164286#Comment_3164286

    i think its good the killer can see it. it gives the killer counterplay, which would be leaving the hook, which allows the survivor to get unhooked, and if the killer doesnt leave, then thats 33% of 3 different gens potentially done.

    the bar being white i dont think is the way to do it. if they wanted to make it easier to notice, i think making the survivors aura on hook turn white if their timer is paused is the way to go (i feel like it wouldnt be hard to do)

    personally i disagree. i feel like reassurance is at its best when the killer is wasting their time waiting for a hook stage that's not gonna come for a while. i also like to use it to get extra progress on a gen that's next to a hooked survivor - knowing they're lit up like a beacon telling the killer i'm on the gen discourages me from using it that way.

    if the killer's decided to camp, i want to punish them for committing to that decision, you know? i suppose i just want something different out of the perk though, haha. i don't want them to see that it's active and change their mind on the fly, i want them to commit to a decision that's bad and stick to a gun that's not gonna fire.

    perhaps i just want something different from the perk, is all. either way it's strong, and has earned a permanent spot in my loadout, so i guess i'm not having too bad of a time!

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164595#Comment_3164595

    Yes but a solo queue survivor on the other side of the map won't see that. Let's say i go for the hook save, see the killer camping, use reassurance and then run back to a gen, other survivors don't know that is what happened and it is hard to notice the bar not moving because it moves so slow. So they might run to the hook and waste time, when really the should have stayed on the gen.

    The bar does not just stop moving, it also starts flashing red during the duration of Reassurance.

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164593#Comment_3164593

    https://forum.deadbydaylight.com/en/discussion/comment/3164302#Comment_3164302

    personally i disagree. i feel like reassurance is at its best when the killer is wasting their time waiting for a hook stage that's not gonna come for a while. i also like to use it to get extra progress on a gen that's next to a hooked survivor - knowing they're lit up like a beacon telling the killer i'm on the gen discourages me from using it that way.

    if the killer's decided to camp, i want to punish them for committing to that decision, you know? i suppose i just want something different out of the perk though, haha. i don't want them to see that it's active and change their mind on the fly, i want them to commit to a decision that's bad and stick to a gun that's not gonna fire.

    perhaps i just want something different from the perk, is all. either way it's strong, and has earned a permanent spot in my loadout, so i guess i'm not having too bad of a time!

    i think the 50/50 that the killer is left with from seeing the glow is good punishment

    heres my view - killer is camping, you want your teammate alive, but your second best outcome is wasting as much of the killers time as possible. you use reassurance, the killer sees clearly that the person on hook is lasting another 30 seconds

    now theyre left with 2 choices, try for the 1k by remaining camping and risk losing the other 3 survivors since youll be standing there for so long

    or leave the hook, allow the person you probably need dead to be unhooked, and try to pull a winning situation out of the game after all the time you already wasted by camping (only wasted time due to reassurance)

    giving the killer choices is what makes the game fun for both sides, it gives a back and forth for everyone, and it allows games to be close. allowing a survivor complete power over a situation like this (by giving killer 0 info, and therefore 0 possible counteraplay) is unhealthy and unfun imo