Aven_Fallen
Aven_Fallen
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The problem is that stacking Gen Slowdown is the easiest thing to do and it also works on every Killer without any issues (minus a few Perks which dont work on Nurse, but while she cannot use Sloppy Butcher, the Devs thought it was a great idea to give her an Add On…even less investment, yay).
The thing is, you can always think about specific Perks which work better for some Killers than others. E.g. you could use Bamboozle on Bubba. Or BBQ on Killers with high Map Moblity. Or Perks like Dissolution on Wesker. Or Iron Maiden on Huntress and Trickster. All those Perks work better on those Killers than on other Killers. BUT - Slowdown works better. So you can in theory just C&P the same Build and use it on every Killer, since it is the most effective and easiest way to play Killer.
And as long as THIS does not change, we will see the same Builds over and over again.
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@GeneralV said:
Hard to believe it is the same game that once looked like this:
https://us.v-cdn.net/6030815/uploads/C3VCURBNF7G0/image.png
Wish we still had it.
Yep, this is peak visual design. I like the Map Reworks with more details, I just wish that the Maps would have this visual design again.
And I think the worst offenders are Daytime Maps like Eyrie or Coldwind. I used to joke that DBD became so bright that it can be called "Dead in Daylight" and then they decided to release Maps which are actually in broad daylight…
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@Burgerking_myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804303#Comment_3804303
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804459#Comment_3804459
Not OP but you can hear it here from a official developer:
https://www.youtube.com/live/wGzorWsnd9s?feature=shared&t=769
It starts at 12:50 if it doesn't redirect you.
Thank you. So second half of the year at least, so earliest should be July.
I dont know, I think this is far too long. In general, they should have put way more ressources into reworking her shortly after release.
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I will never undestand why Killers here post games of a Killer clearly playing bad (with the sample size of 1 game, this Demo might have 4ked all other games this evening) and think that is any proof.
If I post a video where I go down in three times in 10 seconds each against a Freddy, this would not mean that Freddy is too strong and people here would clearly not take this as any proof (aside from me failing hard).
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How can people say that Toolboxes were overbuffed, when all they did was nerf the repair capacity of Toolboxes?
That sabo got buffed does not really matter, since Sabo-Toolboxes are not used for Gen Progression and even with the best combination, Sabo is still super-weak.
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Where did you hear this? The latest Info I got was 2025, without any mention if it would be early, mid or later in the year.
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You are just unlucky.
I have had Sacrificial Wards negating the Map Offering and not ending up on the Map. So I cannot confirm that they are bugged. (Even tho they probably should work in the way that you dont get the Map which the Sacrificial Ward just negated, at least it would make the Offering less frustrating to use)
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I think everyone should see the Aura of the Item. Because the counterplay is currently really bad, since you have to perform some way of triangulation to find out where the Item is. So even if you want to bring it to the edge of the map (which is still a HUGE value for the Killer), you first have to find it and you cannot possibly keep track where every Survivor got hit and might have dropped it due to Franklins.
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@Laluzi said:
I was just thinking that! We could get offerings for weather, and the moonlight offerings could be adapted for day/night cycles.
As long as they balance them so that things can't get as absurdly dark as they could once and the lighting is customised for every map, I don't see an issue with it. I can't imagine it'll be as bad as it was in the past - the fog has been greatly nerfed since then.
As nice as this sounds, this would be a balance nightmare. The Moonlight-Offerings were removed because it was too much work to make different versions of Moonlight. And while I agree that a simple offering of Night or Day would be neat (even tho, who wants to play in Daylight? All the Daylight-Maps look horrible) and simpler to do, if you add Weather Offerings, you have the same situation as before.
You would need 4 different versions of the Map, if you just bring in one weather variation and one time of day variation - e.g. Map Daytime, good weather, Map Daytime, bad weather, Map Nighttime, good weather, Map Nighttime, bad weather.
And you have to balance it, e.g. the daytime map should not be too bright when having good weather and no rain, but it should not be too dark when you have Rain and nighttime.
And THEN you have even special cases like Freddy or Dredge (Dredge is even quite recent, Nightfall is already Dark and the Lights Out-Modifier is already Dark. But both combined are horrible).
So while the idea would be cool, I dont think they should do it via Offerings. At least not to such an extend, I think two variations of the Maps should be fine, but too many variables make it a nightmare.
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Yeah, sure. Here they are:
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801119#Comment_3801119
It's on surprise attacks, which, if I remember correctly, Is a basic attack 5 seconds after uncloaking, which gets harder to do against better survivors.
Regardless, Vecna and Wraith are different in strenght and abilability of this resource, so they get different timers therefore.
But then you have Nurse, the strongest Killer in the game, which inflicts 70 seconds of Mangled (ok, no Hemorrhage, but Mangled is the more important one anyway) with Fragile Wheeze. (And even if this is only on Blink-Attacks, this is usually every attack from Nurse)
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@itsHammyyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800702#Comment_3800702
there's a direct link between kill rates and people not wanting to play against a killer though. you can literally see that happening in skull merchant's case. people giving up is the reason WHY she has such a high kill rate.
i don't care about skull merchant, she could get deleted i personally wouldnt gaf but from an objective POV this just sets a very bad precedent and i don't like where they're going with this balance philosophy and i dont want to see this happen to other killers
Yeah, but she does not have such a high Killrate because she is too strong. She has such a high Killrate because people dont want to play against her.
And that people dont want to play against her is a good reason to change her. (And also a way better and more important reason than the killrate)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800700#Comment_3800700
If your injured. the killer has not hit you therefore your not exhausted.
Most of the time a Survivor is healthy before getting hit once.
But it is whatever, Genetic Limits is better than Stridor in countering Iron Will, but both are not good. (And IMO nobody should take Perks to counter Iron Will, this is always a waste of a Perk Slot, outside of Spirit probably)
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I will never understand why people actually think that Skull Merchant is nerfed due to her Killrate, but are not tired of explaining that her Killrate is mainly due to people not wanting to play against her.
But that she gets changes, because People dont want to play against her is not understandable for those people.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800534#Comment_3800534
no because genetic limits ONLY applies exhaustion when a survivor is healthy. so if survivor stays injured, genetic limit doesn't do anything. it does give opportunity player to use blood echo but this is also very unfair perk trade for the killer because they waste two perks counter iron will.
I think you are not up to date with the new Text:
"Whenever a Survivor loses a Health State, they suffer from the Exhausted Status Effect for 6/7/8 seconds."
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It should be. But it is a wasted Perk Slot either way, dont use Stridor, even if it counters Iron Will, it is just bad.
And IMO after the next Patch, Genetic Limits will be better at countering Iron Will IMO. It disables it completely and also disables Exhaustion-Perks. And the Survivor should not really be able to recover from Exhaustion while in chase.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799972#Comment_3799972
What you believe is irrelevant, because the Devs stated they like to nerf perks that are used to much to keep the meta fresh.
Therefore, Windows needs to be nerfed to fall in line with their philosophy.
Just informing you why you’re wrong about it not needing to be nerfed. No insult intended.
Yeah, but 6.1.0 is a few years ago. Does not really matter that they would still do the same nowadays.
And I can only state my opinion. If the Devs do something or not cannot be predicted, neither by you, nor by me. And my opinion is that a high pickrate is not a reason to nerf something, this includes WoO.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799863#Comment_3799863
?!?!?
You said and I quoteA perk being used a lot doesn’t mean it needs to be nerfed.
I provided you with a perk that was in fact nerfed for being used to much.
You are 100% factually wrong. The Devs nerfed the last version of Ruin because of its pick rate.
I literally factually proved you wrong. It is the best argument because it completely counters you 100% with no hope of ever arguing against it.
That’s all
Dont really see this as a counter-argument since I dont think that Ruin should have been nerfed in 6.1.0.
But you do you I guess.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799716#Comment_3799716
cough cough Hex Ruin cough cough
Old old Ruin was unhealthy. Sorry, but it was a Perk which affected newer players more than experienced players. And it was also heavily RNG-reliant. AND that it could be paired with other Slowdown-Perks like PGTW was just bad.
If you talk about the 6.1.0-Nerf, Ruin was a casualty to "change the Meta". Nothing more. It was unhealthy with Undying and Tinkerer, but IMO nerfing Tinkerer would have been enough back then.
But other than that, no idea what your post even wants to achieve. It is certainly not a good argument.
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@MrT1412 said:
It's just way too dark. I wish they made some custom darker lighting setups for some maps and then just had no TR or scratch marks. It would at least be better than what we have now.
The thing is that those are things which are in the basic game and are balanced around.
E.g. every Perk that makes Undetectable either has a Cooldown (e.g. Unforeseen), a Tell (Trail of Torment) or a Downside (Insidious). But at the very least you have to do something to make it work. In Lights Out, it is for free.
Same for Scratchmarks as Survivor. You either have a Cooldown (Dance with Me) or a Timer (Lucky Break).
And it is not fun in Lights Out when you play Survivor and suddenly a Bubba appears, who would have had either something to do before to be Undetectable OR would have a Terror Radius. But in Lights Out he suddenly is next to you and you are most likely Down at this point, depending where you are. This is not fun.
And it is equally not fun when you hit a Survivor, have the weapon Cooldown, they vault a Window during that and are basically gone. (Sure, there is Blood and Sound to track, but for Sound you might need to wait for the Chase Music to stop and IMO Blood is REALLY hard to see in Lights Out)
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It had a Cooldown of 20 seconds and was not used at all.
WoO is fine. That a Perk is used a lot does not mean that it should be nerfed.
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@humanbeing1704 said:
after playing a bit more I seriously don’t understand why they disabled hud icons going back to old dead by daylight for a side mode wasnt a good idea
You can see the HUD somewhat when using a candle. You dont see the Progress, but you see what the Survivor is doing.
But IMO the worst thing is that you dont have a Recovery Bar. They got rid of all Progress Bars, but I think they should have kept the Recovery Bar. It is janky anyway and sometimes you might not recover, but not having any Feedback is strange, especially since you dont get any Feedback if you are fully recovered. (Yes, I know that you see the "Recover"-option when you are not Recovering, but still…)
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How did you manage to get the Gens blocked from kicking? Since its implementation, it happened to me once that a Gen was blocked, if I remember correctly.
Overall, when the patch came out, it was a Buff for Killer, even with the Regression events. The only Nerf Killers got was that they cannot do more than 8 Regression Events per Gen, which is something which is almost never reached in regular gameplay.
But they got that Survivors cannot just tap a Gen anymore AND regular kicks remove 5% from the progress. And this basically as compensation for something which almost never happens anyway (reaching 8 Regression Events).
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Yeah, also not a big fan of the new Lights Out. I would also agree that Dredge should not be allowed in this mode, I played against them once and it was not pleasant at all. You are basically blind during Nightfall - Nightfall on its own is already very dark, the Lights Out-Mode on its own as well. But both are overkill.
I will just play as much to complete the Tome, but I guess, if tehy bring Lights Out back afterwards, I will simply not care and dont play it at all. It is just not fun, regardless which side I play.
However, I have to give them credit. The changes they did were very good, the 20% Repair Speed Increase was overkill, but the rest was totally fine and good. I just think that the general concept of the mode is just too boring.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796921#Comment_3796921
Lights Out was miserable for killers as well. You kind of just ran around aimlessly since you had nothing to go by that would even hint of a survivor being there and eventually you lost. Survivors at least had a little bit of help to find their objective. Also if you hit anyone while they were vaulting a window, they were pretty much guaranteed to get away. So it felt like nothing happened the entire time. That was also the reason why pretty much every killer tried to camp one survivor. Otherwise you just wouldn't find anyone.
I'm not saying that these changes for survivors are bad but no improvements for killers? That's gonna end like the 2v8 mode where one side just won't have any reason to play.
We will see. Personally, I still think the mode is not fun for either side, so even if they tried to improve one side, it does not matter that much IMO. Both Survivor and Killer is not fun in this mode.
The only reason I am playing it is because of the Tome. And once this is done, I will not play another game of this mode.
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I mean, this was expected. Lights Out was miserable for Survivor, clearly they had to change something. The Head Start was in the last version of the mode btw., the Repair Speed increase is new.
And I suggest to actually play the mode, because only this way it can be improved. It might be possible that Survivors escape too often, then the Devs will work on the mode again.
Personally, I am not that interested in it, so I will only play it as much as I have to, since I dont think it was really fun overall. But this is unrelated to any balance changes they have done.
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No, why should you? Dont be entitled. You were unlucky, happens.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796340#Comment_3796340
It's funny because killer players say slugging, tunneling, camping etc are all valid playstyles but then say survivors who Sabo or take hits with perks deserve to be bled out for four minutes.
It can be even funnier. I was bled out a few days ago, because another Survivor (which I did not even know, I was not SWFing with them) finished a Gen in the Killers face. So when the Killer basically got their 4K (with 2 Gens left…), they decided to leave me on the ground because some other Survivor did something.
And the same person is most likely one of those "Dont tell me how to play!"-people…
@Topic:
Yeah, lobbydodging should be removed. I dont think that the pregame-Lobby has any meaningful purpose anymore. It is only used to dodge if the Survivor has more than 100 hours or if someone brings an Item. You dont see Franklins (outside of Weave Attunement) as a counter to Items and I dont think that Lightborn for Flashlights is really a reason in 2024 (if you really dislike to be blinded, equip Lightborn anyway, since Flashbangs and Residual Manifest are a thing).
So gameplay-wise there is barely any reason why the Lobby should stay. And it only leads to problems, e.g. those stories of Killers with a low 3-digit number of hours against Survivors who have combined over 20k hours is most likely due to lobbydodging, because a suitable opponent chickened out.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795318#Comment_3795318
May I ask you why you chose the stats between June 19 - July 7 and not later stats like from hole August?
you took the stats when Vecna was released and this has a huge impact on how the stats look: when a new killer drops, their pickrate is usual higher. Same for the killrate because survivors have to learn how to play against this killer - they need experiences. It would be much better to see official stats from how vecna performs now when the metagame adapt to him and not from the past when he was new.
Just saying that the Killrate is high because Survivors have to learn how to play against the Killer is wrong IMO. Because Killers will also have to learn to play the Killer, which lowers the Killrate a bit.
In the end, I dont think that the Killrate is much different a month after release.
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Why should they give early PTB-Notes? All this will do is just that people who have no idea will just keep yapping about the changes without testing them.
Let alone that Killers will only receive Tweaks. Highly unlikely that those Tweaks will be compareable to a Rework.
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Because DS is simply too weak. You can use it and you will be down a few seconds after that. No point in bringing it. Even when it was at 5 seconds (before they nerfed it to 4), it was not really used that much, despite them reverting the Nerf which was done in 6.1.0.
It is simply just the case that 5 seconds nowadays are not the same as 5 seconds back then. Now Killers are far stronger than a few years ago - not only the Killers themselves are stronger (we got a lot of really solid Killer releases over the past few months and years), but Maps are way weaker, so hitting a DS does not result in 3,7 seconds of distance + a decent chase anymore, it results in 2,7 seconds of distance followed by a mediocre at best chase.
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@Ginnypig said:
even with tunneling, if you face a swf, which is 9 out of 10 games, you can call yourself lucky with 2 k
If you get a 2k at best in 9 out of 10 games, the problem is not SWF… The problem is you as the Killer.
Really, even if you face SWFs THAT often, you will definitely not face SWFs that often which are that strong. Most SWFs are just chill groups and are not sweaty at all.
@Topic:
This is just incorrect. Even with the most Regression possible, which was the Eruption/CoB/Overcharge-Meta, there was still a lot of tunneling and camping. Even if you basically had to try to lose with this combo.
I just think the constant nerfs to Anti-Tunnel from the Devs made the last Killer realize that tunneling is the best strategy. The most Slowdown is created by having Map Pressure and you have Map Pressure when less Survivors are around. So even if they buffed Anti-Tunnel a bit, it still remains the easiest and most efficient way to just camp and tunnel as Killer.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793599#Comment_3793599
Never forget how Knight bugs that negatively affected him were turned into "features" or just be left there and the ones that positively afected him were removed.
No bias at all, i suppose.
You mean things like the individual guard cooldowns? Which were made basekit?
Those Survivor-sided Devs again! Giving Killers what they asked for! >:(
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This depends if the license holders allow it. Ada is a licensed character, which means that BHVR cannot just give her any Skins. They need to be approved by the license holders. And even then it is obviously limited to what the character was wearing in the games.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791532#Comment_3791532
That's a fair point, I don't think it's super likely either. Maybe if they bundled it with some cosmetics, but it doesn't seem that likely even then.
I think it'd be a neat idea outside of the likelihood, though.
Yeah, combining it with Cosmetics MIGHT work. I have to say, I would have loved a Attack on Titan-Map coming with the Cosmetics, with the Walls in the Background and also maybe TItans stomping next to the Trial Walls.
I guess it would be possible when combined with Cosmetics, but then again, it would be up to BHVR, because it would still be an expense they would not really need to do. Nobody would buy the Cosmetics because they added a Map (I assume). So they would still put ressources in it without gaining much from it. (Even if the Map would basically be paid by the Cosmetic Sales)
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Dont really see any way why BHVR would do that. Maps are free in DBD, no player has to pay anything to play on a specific map. Therefore, BHVR would only pay a lot of money without getting anything back.
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@wesleyrobertsimpson said:
I agree that repeatedly leaving is a crap move, and does deserve the timer, but I play plugged into my router (ethernet) and I got booted from a game last week and had to wait ten minutes to get back in. I never dc or leave early either, so the punishment really didn't fit the crime there, especially since I didn't do anything.
I'm usually listening to something on youtube when I play, and my wifi never cut out, so I had to wait ten minutes for no reason at all.
If you had a penalty of 10 minutes (15 minutes should be correct), you DCed at least two times before that. The first DC is 1 minute, followed by 5 minutes.
And if it is only a problem with your Internet, it is on you to fix that, because the other players in your game dont care if you DC due to poor connection or due to a ragequit, for them it is the same.
@HexHuntressThighs said:
You can quit 3 times before your first penalty and it resets every season. I don’t think anybody is going to have that many emergencies.
If you manually DC, you get a Penalty for the first time already (1 minute). If the Server kicks you out (and everyone DCs), you dont get a Penalty.
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@MrMori said:
Chaos Shuffle was fun. I really hope they randomize items and addons this time. And that they don't allow map offerings, the whole point is that everything is supposed to be random.
This would be ideal, yes. That was the one bad thing for Chaos Shuffle, that players could not sweat with Perks anymore, but do it with Items, Add Ons and Map Offerings.
But the Devs said that they did not change anything for Chaos Shuffle, simply because they wanted to bring the gamemode back early, so they did not implement any feedback they got.
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@humanbeing1704 said:
I thought chaos shuffle was kinda lacklustre I would rather just have a perk randomizer option in normal queue
Thats the thing, something like that would not really be popular. The good thing about Chaos Shuffle was that you did not go against the best Perks most of the time, but random ones. AND that it was like that for everyone.
It was fun because all players had random Perks. It would not be fun if you are the only one having random Perks and the Killer/the Survivors you go against have Meta-Builds.
@Topic:
Not so much for Lights Out, that mode was really boring. I am excited for Chaos Shuffle, even tho I would have hoped for Tweaks (which they did not do for now, since they wanted to bring it back early).
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@ReverseVelocity said:
Alucard doesn't have a mori animation at all…
I'm kidding, no unique animation, but I think there's unique voicelines for when Dracula moris Alucard.
I dont know what you mean with your first sentence…
Ok, so voicelines. And I just remembered, this is in line with other Moris for specific characters (e.g. Wesker on Chris).
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@Toystory3Monkey said:
the whole point of this mechanic is to fill up queues on either side.
if it doesnt depend on the amount of people playing either role at any given time, it's not doing its primary job of making queue times faster.
I am not even sure if it is working as intended. Sometimes I think that the incentives are not based on the number of players playing but rather on specific timeframes.
E.g. for me the BP incentive is on Killer in the evening. Yet I had 50% incentive for Killer yesterday, but still waited longer for Killer than Survivor, while in theory it must be the other way around.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789383#Comment_3789383
According to the stats killers hit bloodlust tier one in over 70% of games
Source?
I also doubt that there's any way to discern if bloodlust is needed by map design or if the killer is playing in ways that bloodlust is more common simply from one stat.
For examples: Is this just killers respecting pallets too much unnecessarily? Or is this just a case of things like skull merchant drops a drone at every pallet and the only gameplay is to hold w, which basically forces bloodlust?
I dont think that the amount of BL1-cases caused by Killers is higher than reaching BL1 "naturally".
But I have to say that over time I see more and more Killers who dont bother to mindgame anymore and just bloodlust a Loop, because most Loops are not really playable anymore once Bloodlust 1 is reached.
Which is a bad development.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788379#Comment_3788379
I asked the Legion why they play like this just to be annoying and they said that they do not care about winning or having fun anymore and just want that Survivors have a bad experience. Great.
As much as I agree that Knock Out shouldn't exist in this form, that's not really the issue here, is it? That player will find a different way to ruin the match for other people, if Knock Out is reworked. The only thing that can help with players like this is the ban hammer. It doesn't have to be permanent (not right away at least) but forcing them on a month long "vacation" might help.
I mean, yeah, they will find a different way. But at least it can be made harder. I dont think that a Ban is reasonable here, since they are not really breaking any rules. I mean, you can go for "not participating in normal gameplay", but I think this would just open a can of worms, since you then have to decide what "normal gameplay" would be.
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@Toystory3Monkey said:
You're wasting time and not removing vital resources from survivors.
Whenever they pick up / reset you don't get any progression towards your objective.
If you slug like that and dont slug the whole team / bleed them out, you lose the game with 0 hooks.
The thing is, I am very convinced that people who play like that dont care if they win. I went against a Legion a few days ago who tried to slug the whole team. It was a long and tedious match with 3 escapes in the end and I guess nobody had fun in it. And the only reason why we had 3 escapes (one person bleed out) was because we were at least a 2man SWF, probably 2 2man SWF and had the last Gens basically in every corner of the map, which allowed us to work on them when not being slugged (even tho it also meant to travel long distances for a pickup..).
I asked the Legion why they play like this just to be annoying and they said that they do not care about winning or having fun anymore and just want that Survivors have a bad experience. Great.
@sizzlingmario4 said:
It is probably the unhealthiest killer perk in the game. Needs a full on rework, there is genuinely zero reason for it to exist. Same with Boil Over
100% this.
Knockout and Boil Over will never be good and they are only really "useful" in an unhealthy way. Knockout is a bit easier to use, because you would need a full build for Boil Over (and probably a SWF), but both Perks will never find themselves in Loadout of players who just want to have a normal game.
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Yes, this is reportable. Even if the match can end (since there are still Survivors able to repair Gens and start EGC), trapping a Survivor for a few minutes so that they cannot participate in the game is not allowed.
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This would just be abused. Players would block players they lost against.
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Nobody. I think Nicolas Cage is already too much.
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But this has nothing to do with the Hook Timer and rather with your teammates?
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There has never been a Hook Cooldown. It was always possible to hook someone on the same Hook they just got unhooked from and it was also always possible to camp and tunnel that one person.
The only way to prevent this would be to sabotage the Hook or bring Breakdown (which removes the hook for a few minutes).
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There is 0 sense in adjusting the Anti-Camp Feature if they make a change to make camping less desireable. Let alone that the AFC did almost nothing anyway, it only works against the rare instances of facecamping.
And nerfing Reassurance is also not really something that is needed. The Perk barely gets play, because it is just not good. I think since its release (which also happened 2 years ago) I have seen it used in a meaningful way maybe 3 times. Most of the time I see Reassurance used is when the Survivor is being unhooked anyway.