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Crowman

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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153333#Comment_3153333

    they killed the perk due to all complaining. kinship/camaraderie works in 16 meters and it lasts for 34 seconds once per struggle state and nobody really uses it. I do not think I have seen that perk get used at all. Could been an interesting perk to see killer leave hook for once.

    Kinship is once per a game and requires other survivors to know you have the perk.

    You do not have to coordinate at all to use reassurance and it's a perk you can use more than once.

  • Camping is infact gameplay. Putting a survivor on a hook by a 3-gen set up and sticking around that area is completely valid if you don't like it.

  • Changing reassurance back to it's non-healthy form just because you don't like camping is not healthy for the game.

    Hooks are a form of pressure. Survivors should never have a tool that can indefinitely extend that pressure. The change form is perfectly fair.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/343046/enduring-for-the-unhooker

    That was part of the ancient version of BT. It was completely broken and was removed.

    You could do similar with the Styptic agent wich gives you a BT effect

    MoM also works and is probably better with the revert. Since you can bait the swing by canceling the unhook and taking the hit. Whereas with other sources of endurance you'll instantly lose it the minute you start the unhook.

  • @Alen_Starkly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152589#Comment_3152589

    In this age of booning, people heal massively, so A Nurse's Calling is a very good perk, better than a year ago.

    That's not quite true. While survivors are healing more, they are also healing faster. Unless you are a very mobile killer who can move quickly around the map, you often don't get close enough for nurse's to go off before the heal is finished.

    And for mobile killers like Blight, well there's better perks for them to run besides Nurses.

  • @Akumakaji said:

    Frankly, I am amazed in two ways:

    a) that BHVR thought in the first place that such a perk with just 10s downtime would be good or healthy or balanced

    and

    b) in the way they eventually nerfed this perk.

    10s downtime is obviously CRAZY! Al comparable perks with a strong effect have a lengthy CD of some 60‐90s. At the very least the Cooldown timer should only have started after the 30s duration expired.

    In the same vain, a single activation per hook state seems barely worth it. The perk functions sorta like an inverse camaraderie, but someone has to come close,but not quite close enough to do a proper unhooking.

    How about a token system? IE every survivor with the perk can use it three times per trial. This would allow a bit more flexibility and a single survivor could potentially traverse between their gen and the camped survivor a few times,while everyone else slams gens efficiently.

    Reassurance being only usable once per a hook instance does not make it at all like Kinship.

    Kinship is a hard once per a match that requires other survivors on your team to know you have it. It's a situational perk that relies on coordination that makes it unattractive to soloq.

    Reassurance on the other hand does not require any sort of coordination with your teammates. Heading to an unhook and the killer starts to chase you, pop reassurance and leave the hook. Now your teammates have more time to get the save and the guy on hook is less likely to reach 2nd state. Killer camping, pop reassurance for an extra 30 seconds of time the killer stays around the hook as you try to force progress on the objective.

    A single survivor with reassurance has up to 3 minutes of time they can buy the team (6 procs at max). That's quite a lot of time.

  • Reassurance let's a single survivor pause hook timers for up to 3 minutes in a single trial. That is already very strong. The numbers of the ptb were nutty and the perk with the ptb values rewarded survivors leaving their teammates on hook rather than attempting to save them which wasn't a healthy design.

    Frankly, I'm glad the perk got changed in a way that still makes it very useful but doesn't just reward survivors leaving their teammates on hook. The perk would be far worse if the devs went the route of nerfing the duration or cooldown.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152718#Comment_3152718

    Bite The Bullet doesn't need to do everything but i guess it's totally fine that meta perks like Off The Record and Circle of Healing can:)

    If this is such a fine perk why is no one using it? "Because people don't want to try it/they are bad" is not acceptable answer

    Sounds like to me everyone in this comment section is disagreeing for the sake of it.

    Circle of Healing still gets complained about for being too good of a perk.

    OTR works twice a match and has a limited duration to it. Not to mention that the perk doesn't work once all the gens are done.

    There's a ton of perks in the game. It would be a problem if Bite The Bullet was so good that everyone was running it. Especially after an update the devs did to reduce the power of meta perks so that perk diversity would be better.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152708#Comment_3152708

    Before you say "Just use Distortion". A Nurse's calling reveals auras of survivors who are healing AND being healed. And in solo queue you have no way of knowing if a team mate has distortion.

    Then use Boon: Shadow Step.

    You have options to deal with aura reading. Bite The Bullet doesn't need to do everything. Making both injured and the sound of healing completely silent is a strong effect as is.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152655#Comment_3152655

    I mean, outrunning the killer in this one scenario, ie getting away from the hook and preventing an easy tunnel, I am sorta behind that.

    Everything else is theory crafting,ie what's the maximum possible speed someone can attend. I remember seeing several theory crafting videos were they showed the theoretical maximal heal speed with everyone sitting around the hook to throw on all their various buffs etc.

    But Guardian will indeed make survivors zoom off like mad!

    Unhook BT is 10%

    Guardian is an extra 7%.

    No One Left Behind is 7%.

    Dark Theory is 2%

    Hope is 7%

    Refined Serum is 5%

    Clown Yellow Bottle is 10%

    Sprint Burst is 50%

    Blood Pact is 7%

    Breakout is 7%

    For a grand total of +112% movement or 212% or 8.48m/s. It's technically possible, get unhooked, use a med-kit with refine serum, teammate with blood pact "For The People" you, The killer clown is carrying a survivor and has his haste gas, As you sprint burst right by with the nearby Dark Theory totem. This is completely unreasonable, but it's possible.

    More realistically though

    Guardian, No One Left Behind on the unhooker

    You have Hope, Adrenaline/Sprint Burst

    +83% movement or 183% or 7.32m/s. If Dark Theory is nearby then you get an extra 2% movement for a total of +85% or 185% or 7.4m/s

  • There are already perk options to hide your aura. Bite the Bullet does not need to do everything as it's already got a really good effect.

  • @[Deleted User] said:

    It's hard to tell which way the wind is blowing with BHVR. It often seems like they're trying to accommodate the absolute average player on whatever side they're addressing. I think a game like this needs pretty tight matchmaking, but they seem unwilling to do that.

    I get where OP is coming from saying most players won't put in the effort to truly analyze their play and improve. I used to think SWF was OP, blah, blah, blah. But I kept grinding and actually focusing on the minutiae, and now I genuinely don't care if players are on comms or not. And I wonder where all these sweat squads are that people are running into.

    Solo queue, yeah. It needs a bit of love. A lot of it can be fixed with better matchmaking. I think the devs greatly overestimate how many upper end players would rather have a quick queue rather than wait for a quality game. But it goes back to our first point. They seem to care much, much more about the mid to low level players with 0-500 hrs than the top 10% with multiple thousands of hours.

    The devs don't want to make tight matchmaking, because they don't want long queue times. On top of that, the very few people at the top would see very little diversity that the devs don't like that either.

    It sucks, because that means often those players end up in matches they really shouldn't be in, only because the devs wants to make sure everyone has good queue times with good diversity

  • @dugman said:

    Sadako isn’t top tier but I don’t think she needs more than a slight buff. The one I’d push for is removing her Lullaby, I’m not sure why they made her the only Stealth killer that has a Lullaby. Get rid of that and her Stealth improves which goes a ways toward shortening her time between hits.

    The other change might be that once you are Condemned your timer builds up automatically regardless of whether or not you have a tape. Right now there’s not much incentive to carry a tape at all, a lot of survivors just ignore the tapes unless they happen to have built up a lot of stacks already. If the Condemned built up slowly over time though they would be compelled to periodically use the tape or risk getting to full.

    Largely there's not enough reason to take a tape. Sadako's tv cooldown is longer than taking a tape so often it's just better to let her teleport. The only time you really need to take tapes is if Sadako is running Iri Videotape, because that addon is really nuts with how it can basically keep all her tvs active the entire time unless survivor take tapes.

    If you improve her teleport cd at base, she can teleport more often thus apply condemn more often and survivors will start to have a real need to grab tapes.

  • @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.

  • @LepewSurvivor said:

    Even if you only allow to avoid 1 killer, a high mmr swf could use their 4 bans to avoid all Nurse, Blight, Spirit, and 1 other A tier killer forever. Giving them basically permanent easy games.

    So, they have easy games... What's wrong wit that? As long as both killer and survivors are having fun, I don't see a problem with that. It is a better alternative than one of the survivors DCing or Suiciding because they don't want to play that killer again, no?

    Also, say someone really likes is a meta killer and they're pretty good at them. They queue up. Every survivor at their rank has their killer avoided. Their queue will take way longer than it should to widen to include lower rank players who don't have the killer avoided... then they get into a 1 sided stomp where noone had fun. Or... they never get a game at all.

    Yes, you are right, in some cases, queues will be longer for some killers... but again, isn't that better than a DC/Suicide? Like any new feature, it should be tested and metrics captured to understand how it is affecting queue time and DC/Suidides. Neither of us can accurately predict the impact of such feature without data: we each may have our biased view of the Dbd universe, there are many different classes of players that this solution could impact (soloQ, SWF, killer casual, killer hardcore, ...).

    I say run a pilot/test, get data, and drive conclusions to keep or toss.

    We can predict what will happened, because before dedicated servers there was a mod that allowed people to block others. And surprise, people who were good at killer were having trouble getting into games because survivors would block them if they lost.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151167#Comment_3151167

    Are there regular Guardian users? I've only ever been unhooked with it once and was so surprised to see it I didn't really make the most of it sadly

    BT is largely better then Guardian hence why Guardian doesn't get used. With the upcoming patch this will actually change since the basekit buff is honestly enough on it's own for most situation that BT won't be the objectively better option.

    Not to mention it was stealth buffed at one point (AFAIK it was never stated in a patch notes). For a while it used to show you the killer aura and the killer your aura when you unhook someone. It now only shows the killer aura to you.

  • It got nerfed so it's less useful as a generic perk on every killer. It was part of an update to try and promote perk diversity.

    Killers like Nurse and Blight don't get as much use out of it where as killers like Hag, Trapper, Myers who aren't likely getting an early down as they set up still get full value.

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150750#Comment_3150750

    In what world would a surrender feature not help with the current hostage and d/c'ing issues?

    "DbD players already ragequit at the slightest inconvenience, you're telling me they wouldn't abuse the surrender feature?"

    Tell me you've never played a MOBA or any without actually telling me you've never played a MOBA.

    DBD isn't a moba

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150704#Comment_3150704

    But now instead of Solo Queue and SWF being able to use it, now it's pretty much only useful for SWF. There are so many things they could have done to address the issues with this perk that wouldn't have nerfed it into uselessness for solo players but here we are.

    I really have to say, as a whole, compared to the perks they released for the first RE chapter, this is a massive step down in quality. The only perks I'm looking forward to are Hyperfocus, and Wiretap. Maybe I'm wrong and Wesker's perks will be useful/fun, but I'm pretty disappointed, because the new perks are literally half of why I buy a new chapter. At least Wesker himself looks fun and strong. Maybe I just need to wait and see how the perks feel after playing with them before judging so harshly.

    I'm just so damn tired of all the camping! Not even for me, but for my teammates too. I appreciate the steps they're taking to address tunneling, but so far Reassurance is literally all they've done to address camping.

    You can still use it in solo queue. The perk itself doesn't require coordination to use on a hooked teammate. Extending the hook by 30 seconds is still very impactful if it means the game is getting progressed.

    And Honestly the issue wasn't just it could be abused to hold a teammate hostage. Having the ability to indefinitely keep a survivor on hook was never going to be balanced as hooks should always have some sort of pressure of the survivor dying if not saved. It would have seen a nerf even if the devs allowed the hook survivor to still let themselves die.

    Honestly making it once per a hook instance is far better than upping the cooldown (it would be 100 seconds to prevent infinite stacking with how the cd worked on ptb), reducing the pause duration (10 seconds to prevent infinite stacking), or some combination of them both.

    Like I get people want to punish camping and make it so camping can't win games but the truth is camping has valid uses and the devs see it as a legit strategy. The main issue the devs need to address which must be address with base game changes and not perks is face camping.

  • For a similar reason why you can't block killers, it's unfair to other players that they have a harder time finding games because people blocked them for whatever minor inconvenience triggered it.

    I've had a 3 man intentionally get me killed because I supposedly body block their buddy or having 3 mans reveal my location because they didn't think I was contributing despite my score being the highest.

  • I'm not fully convinced Hyperfocus will end up being a problem, but it's not like hyperfocus is stopping killers from doing so already.

  • Yes blame the person playing the killer they want to play and not the people rage quitting.

  • It's why the first couple of penalties are only 5 minutes. If you happen to encounter a situation like that you only have to deal with a 5 minute timeout and those situations shouldn't occur often enough to raise your penalty.

    Adding any sort of way to not get a penalty will just cause people find a way to trigger that situation to avoid a penalty as there's no way for the computer to know the intent.

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149956#Comment_3149956

    Kinship can be used only once on yourself, and only during second stage. Reassurance can be used on both stages, and refreshes after each stage, and can be used on 3 different people. It can also be activated via the survivor, instead of kinship only activating when the killer comes near you after a while.

    Just a minor correction.

    Kinship activates if another survivors comes within 16m of you on 2nd state.

    Kinship is not that bad of a perk, but the one time use limit the requirement of coordination with teammates make it too hard to reliably use. Compared to reassurance where you can use it at the very least 3 times and doesn't require you coordinate with the teammate on hook.

  • The perk still counters camping, you just can't use it to keep a survivor on the hook and never have to save them. That wasn't a healthy aspect of the perk.

    The changed form wants you to get hook rescues so you can get more value from it. Which is much better for game health in the long term.

  • People rage quitting has been an issue for a while. It just got much worse with 6.1 with many survivors treating it as the end of the world.

    It really doesn't mean anything. People find whatever reason to validate why they are in the right they rage quit even if there's really no defending it.

  • @jayoshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148542#Comment_3148542

    I agree, but if they added the ability to cancel out someone's reassurance while you are on the hook would solve one of those problems. As for them being on the hook too long, I would love that as killer. That's just another survivor not working on gens. I love Claudettes that self care in the corner and Dwights that are too busy hiding in a locker when I'm playing killer haha

    Adding the ability to cancel the perk wouldn't fix the fundamental issue with the perk.

    It was too effective at keeping a survivor from dying on the hook it basically removed any sort of pressure a hooked survivor gave. For a single survivor perk that is way too strong. It's one thing to have a survivor hook temporary pause the hook timer to give them some extra time for the save or get gen progress in. It's another to nearly remove all pressure. And it's not an issue of "just don't camp". Survivors can abuse this to have 2 people pressure the hook as someone else does gens with no intention of going for the save. The killer can't just let the 2 survivors unhook the survivor, but they also can't just afford to let someone else do gens.

    Reassurance was promoting an unhealthy game style. The change rewards survivors for saving, because you can extend more time if the killer gets more hooks.

    Facecamping is an issue, but reassurance wouldn't have done anything about it. Facecampers would have just kept the survivor on hook for the entire game.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148531#Comment_3148531

    10 sec base kit endurance and 10 seconds of 110% speed.

    Dude. Yes tunneling has been adressed. Adressed doesnt mean obliterated. The changes are extremely good.

    Some people are not going to be happy unless the devs make it physically impossible to tunnel a survivor out of the game. Which is never going to happen.

  • It's 8 seconds. It's useful for getting distance from the hook and make it harder for the killer to tunnel you off hook. But it'll wear off and then the survivor is left vulnerable.

  • Some killers benefit more from some perks than others. With the amount of killers and perks in the game, balancing each perk individually for every killer would just be a too large investment to be worthwhile. The devs want perk diversity. Letting some killers use some perks better than others helps perk diversity.

  • @Cybil said:

    There's a way to bait auto dh? Why even pay for hacks?

    Pretty sure it just checks if the killer swings and if they are within a range. You can cheese it out if you knew someone is running it, but most of the time you are too focused in the moment to really think much about it.

  • I feel like Guardian has gotten more out of the basekit changes. 8 seconds of a survivor moving at 117% with no scratch marks and blood trails.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148259#Comment_3148259

    True I just don’t get camping during the start it’s so unfun chases are the best part of dbd

    There's valid reasons to camp an area from the start of the game.

    Trapper and Hag are both killers whose power want them to stay in an area.

    Large maps as killers without mobility benefit from staying close to an easier to defend section of the map. Then some maps like Azarov's are just designed in a way that really promote defending on side of the map ignoring the other.

    It's not even just large maps. Dead Dawg Saloon is a small map, but has many gens that just aren't worth the time defending. Focusing on the gens you can defend and giving up the ones you can't is a smart play.

    What is a problem and what a perk like reassurance shouldn't be addressing is Facecamping. That is something the devs need to make base game changes to.

    Reassurance with the changes is a fair yet strong perk. A solo player is capable of extending hooks by 30 seconds each up to 6 times. 30 seconds is 50% of a hook state and 3 minutes is not an insignificant amount. Obviously you have to save your teammate in order to use the perk again, but that's just a healthy design. Still very devastating to a killer who decides they just want to camp out a survivor while not completely killing the strategy (some people will hate to hear this, but camping is valid outside of the facecamping issue).

    Reassurance on the ptb gave no real incentive to actually unhook the survivor which just ends up promoting letting one person on hook die by stalling out their timer so that all gens got done. While that deals with facecamping, it's just creating another issue where the camped survivor is not being able to engage in anything and is unable to be eliminated.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148208#Comment_3148208

    There is 100% a reason to unhook the survivor of the killer is not camping.. if the killer is camping and people need to use this perk more than once, the perk would then be effective. Which is the point of the perk. There’s no point to leave a survivor on the hook other than if the killer was camping. Not sure how many times we have to tell this to you people

    If the killer is pressuring the hook and gens, then reassurance was only stalling out the game for no real reason. It was not healthy no matter how much you dislike killers camping as part of a strategy. I will say that facecamping especially on a killer like Leatherface is a problem that needs to be addressed, but a perk is not the answer to that. But outside of that issue, you can force a hook trade which is still very beneficial to the survivor team after gaining an extra 30 seconds via reassurance.

    Reassurance does the job it is designed to do. Give you extra time for teammates to get gens done and time to trade. If you fail to take advantage of the 30 seconds to save your teammate or get gens done, that is on you and your team.

  • I forgot about this perk and I'm surprised it got no changes. I guess they are really scared about body blocking squads running this perk to infinitely body block, but it just leaves it in a state that's not even usable as a solo player.

  • Reassurance needed the nerf, because it was a perk that promoted an unhealthy gameplay style of leaving the survivor on hook. A single survivor could extend the hook very significantly due to the non-existent cooldown meaning that there was no real incentive to actually unhook the person on the hook with it.

    The survivor is a team of 4. They should be rescuing each other. The change to reassurance is still quite strong with the ability to pause the hook timer by 30s up to 6 times for a total of 3 minutes. However, you can only do that if you actually unhook your teammates.

    Plus it's more fitting. What's more reassuring, that your teammates will try to save you or that your teammates are going to leave you hanging out to dry?

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148148#Comment_3148148

    Sure, if the planets align perfectly, you can move mountains! In reality, this doesn't happen. The 30s is a drop in the bucket, you disagree, and that's ok. Your perfect scenario requires everyone to be running it AND that they rescue someone because if The Killer is camping, then each person can only use it once for a total of 90s. It's not as simple and compelling as you say.

    You can force hook trades against every killer in the game. Leatherface is kind of the exception with his power, but that's a different problem the devs have to address outside of adding perks to the game. And 90s per a hook state is not an insignificant value. That's a single gens worth of time which can be repeated up to 6 times. The perk is strong and requires more thought than just having 1 person stay near the hook stalling out the timer which is far healthier for the game overall.

  • @TheWheelOfCheese said:

    Am I missing something? Wasn't the only change they made to it that you can now only use it once per hook state per survivor? How does that turn the perk from survivor-sided to killer-sided?

    It's people who are upset that they can't solo stall a hook state and never have to save their teammate thinking the perk is bad.

    30 seconds per a hook, can be used up to 6 times for a total of gaining 3 extra minutes if used properly along with proper hook trading is not a killer sided perk unless your teammates literally don't touch gens.

    Not to mention the perk can be stacked so you can extend a single hook by 1.5 minutes and 3 minutes if you manage to save the hooked survivor in time. It's fitting a perk called reassurance is effective when you actually save your teammates instead of leaving them on the hook.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147553#Comment_3147553

    It's garbage, just like Kinship. The 30s is a drop in the bucket. Skill Checks are one way to prevent forcing or "abusing" the perk or a way to decline. Maybe have the Active Ability reject Reassurance.

    Kinship is a perk that only works once the entire match and unless you are in a SWF your teammates have no idea that you have it to play into it.

    Reassurance can be used up to 6 times, each being a 30 second pause, that does not require coordination to pull off successfully.

    And 30 seconds isn't a drop in the bucket. It's half a hook state. Being able to increase both hook states timers by 50% is not insignificant and since the perk can be stacked with your teammates you can extend hook timers quite a long time. If adding a total of 3 minutes to your teammate hooks does not allow gens to get done, then you have other issues.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147831#Comment_3147831

    Yea now basement is pointless even hooking in because no matter what they get to safety

    This is an overreaction. While BT can last getting up to the stairs, you still aren't out of danger and if you have nothing to use nearby you really aren't getting far before getting put back into the basement.

    Basement is still good at what it does, being a strong location to hook survivors in.

  • @Ryuhi said:

    Now that WGLF doesnt give stacks anymore on top of the BT changes, the safe unhook event is kinda pointless tbh. People need to actively try in order for it to not be granted, when the entire point was to persuade survivors to go for safer unhooks and not brute force ones right in the killer's face.

    Deliverance still cares about it as well as challenges.

  • I don't see anything wrong with the change they made. 5 seconds was honestly laughable short in a lot of situations. While a survivor can body block with BT, they are also just staying right there instead of using that 10% haste to get distance.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147866#Comment_3147866

    Honestly, the combo would've been equally as mean on Spirit.

    Spirit still has to respect walls and floors. On top of that she does lose the aura reading when she phases. IDR if it's during the charge or after the charge, but it takes 1.5 seconds to charge the phase so you lose 2.5 seconds of the aura reading which means she has a tougher time tracking where a survivor exactly is where as Nurse can hook, blink, and swing before the aura reading expires.

    Could it be strong on Spirit, sure. But I doubt the devs were thinking of spirit when they made this change.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147840#Comment_3147840

    https://forum.deadbydaylight.com/en/discussion/comment/3147844#Comment_3147844

    https://forum.deadbydaylight.com/en/discussion/comment/3147851#Comment_3147851

    I mean, devs can think AA was a concern, but if you literally just run the numbers, it was a complete non-issue that could be avoided before the pickup even finishes, even if you start literally beside the killer. The devs nerfing something doesn’t mean the nerf was actually necessary. If you got caught in AA’s range, that’s literally your fault.

    They thought AA was a concern with specific killers running a specific perk set. They literally typed out that they balanced AA around Nurse existing.

  • This is a weird hill to want to die on.

    The devs stated Awaken Awareness was too strong on some killers which basically means nurse. Who else would take advantage of Starstruck + Lethal + Awareness to the extent of nurse?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147735#Comment_3147735

    Tbf perks already balance around singular characters (stridor spirit and awakened awareness nurse) the only difference for this is its from both sides instead of the 1.

    Stridor Spirit is a bit different than the Awakened Awareness and I also don't like how Awakened Awareness got nerfed over Starstruck Lethal Pursuer Nurse instead of addressing that.

    But as for Stridor and Spirit. Stridor is no longer a problem on spirit. Iron Will got nerfed and Stridor no longer overrides nullified sounds like from OTR. This means that while Spirit can get the most value from Stridor, it's not exactly oppressive if she runs it. And Stridor is not a bad perk on other killers. I've ran the perk on other killers for challenges and stuff and I have found survivors simply by hearing their breathing on the otherside of the wall that I would have missed.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147733#Comment_3147733

    Yeah dude, great advice. Trade hook against Bubba. Best advice ever. Thank you.

    Again, bubba is an issue that needs to be addressed in the game not via a perk. You can still force trades against the rest of the rooster.

  • @Ilovezarina5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147701#Comment_3147701

    30 secs are nothing against a face camping Bubba :/, these perk would have kill camping

    I mention in another reassurance topic that bubba is an issue that should be addressed. Reassurance shouldn't be balanced around a single killer out of the almost 30 character rooster camping.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147701#Comment_3147701

    It is not. Each survivor can use it only once. It is not saying for each hook states. "Reassurance can only be used once per hook instance".

    So if all survivors bring this perk, you can buy 90 seconds for total. That's all.

    Unhook your teammates and you can use it again on that person. You can still buy a lot of time with the perk as long as you keep rotating who is on hook.

  • They currently stack live. In fact you could with Guardian and No One Left Behind give a survivor 121% movement for 7 seconds.

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