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Firellius

Firellius

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Firellius
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  • I'm reading it as 'once per that survivor getting hooked', NOT once per hookstate. But clarification would be appreciated.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147654#Comment_3147654

    That time is spent with you moving to the hook, not your teammates, who are (at least in theory) doing generators for that time and the extra thirty seconds they get. It still is absolutely a strong tool against camping, but it could stand to be a bit stronger.

    I'm on record here saying this wasn't the change I wanted either, but even with no further tweaks it's still clearly a strong tool for camping when you stop and think about it. If this is the fix that they want to implement, then it should be changed to once per hook state, which would be a perfectly acceptable end state.

    With their change, it'll make camping far less viable as a tactic. With it being once per hook state, it'd make camping damn near throwing the game.

    I don't think it does. Every survivor needs to bring it to get anything resembling value out of it, and even then, I doubt it's going to be sufficient to truly deter camping. The infinite hook timer is a legitimate threat to the tactic and that has been removed.

    It's just baffling that the anti-camp perk gets nerfed in its ability to deter camping. Much like DS, the anti-tunnel perk, was nerfed in its ability to deter tunnelling. And like the compensatory BP gain nerfs to offset the grind reduction.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147609#Comment_3147609

    Can you make it clear please. I am a bit confused.

    So let's say Claud is on hook. She is on her first hook stage. I used Reassurance. And then i left hook. Will i able to use perk on Claud again when they are on stage 2?

    From what I'm reading: No. You will not be able to use it again on Claudette unless she gets hooked again.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147609#Comment_3147609

    Hmm, you're right, I misread that.

    It's still very very far from dead, or even dead for solo queue, but it is a little weaker than I first thought. Thirty seconds isn't nothing, it's quite good and still the worst case scenario rather than the reasonable norm, but it should still be once per hook state, not hook instance.

    It should just not have been nerfed in this way. All it needed was a way for the hooked survivor to disable the effect and it'd be done. But instead they just nerfed the perk to crap, making it specifically less effective against camping. 30 seconds may not be nothing, but a bunch of that time is spent on moving to and from the hook, so you don't get the full benefit of it anyway. Now that you only get one use, its value has just been cut dramatically.

    This was the only thing the devs have tried in 5 years to address camping and it didn't even make it to live.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147432#Comment_3147432

    They are 1000% right about this one. A 30 sec effect on a 10 sec CD was insane and you know it. You can tell me sweet lies and you can even lie to yourself but under no circumstance was Reassurance ever going to hit live servers in that state.

    You gotta be crazy to think otherwise

    <3

    They're not. Because they don't care about how effective the perk was. The only argument they listened to was that it can keep a survivor hostage on hook indefinitely, 'Preventing them from being sacrificed against their will'.

    All they were going for was a way for a hooked survivor to still die when being juggled by Reassurance, and in doing so, they made the entire perk crap.

    Interestingly, this shares DS's problem where it's a perk that ONLY gets value under very specific circumstances, when enabled by the killer, and now gets nerfed to not provide value when it DOES get triggered.

  • @jesterkind said:

    No, it isn't.

    This wasn't the best change, but there's no point in getting over dramatic about it. You can still use it twice per survivor if they're being facecamped, and that's enough time that even if none of your teammates have brought Reassurance you'll stand a way higher chance of getting all the generators done with enough time to spare that you may even be able to get the save too. Coordination makes the perk better, but it's plenty useful without it too.

    It's not dead. Let's really not start this based on a knee-jerk reaction this time.

    You can still use it twice per survivor if they're being facecamped

    You can't. It's per hook instance, not hook-state. Max you can extend hang time now is 90 seconds. It's specifically the anti-camp part that got hit with this nerf.

  • Literal only anti-camping measure in 6 years gets gutted before it hits live but golly gee, them gosh-darn survivors are gettin' too big for them britches, I tells ya!

  • @Chocolate_Cosmos said:

    Now many people will call it dead perk and say Its bad perk. I strongly disagree.

    1) Its not dead perk by a mile. You can add extra hook state and a half for anyone! So from 2 hook states to ~3+. That's very powerfull and will punish any camper during a game.

    2) It still works in end game which is honestly the part I was hoping for being nerfed. It shouldn't work at the end game.

    3) You can use it very well as solo Survivor too. If you worry too much about wasting time then run Kindred so you know where everyone is (Kindred is awesome perk and should be run by any solo player anyway sadly).

    It's still very good perk, the best anti Camping perk ever and will waste a lot of time for the killer than for that Survivor(s) trying to activate this perk.

    Reassurance will now allow you to add no more than 30 seconds. This does require you to leave a gen and get up close with the killer, so part of the benefit is lost already, on top of it potentially being risky.

    It's not worth running anymore now that it's one-time use. Camaraderie was never used and Reassurance is now roughly the same.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146815#Comment_3146815

    If they do they it only needs a minor change to it but not a typical BHVR "fix"

    Well, looks like I called it. We got the BHVR fix.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/342477/i-think-reassurance-will-get-buff-beacuse-bhvr-are-survivor-sided

    No but it needs a way to opt out of it for the Hooked survivor because of the chance of trolling Survivors.

    I have a gut feeling that BHVR is going to murder its uptime under the guise of addressing this issue.

  • But they reduced the grind!*


    *And then subsequently added prestiging costs and removed BP booster perks

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145516#Comment_3145516

    Are you implying a solo survivor should have the same impact as the killer ? Or a team full of random potatoes ?

    Are you implying a solo killer should have the same impact as a well-coordinated, well-trained team of 4 survivors?

  • @Murgleïs said:

    https://m.youtube.com/watch?v=vm2rzuOUKaA

    Yep, the game is still survivor sided. All you need is actually trying to win.

    And a 4-man team constantly on top of a pre-devised call-out system with co-ordinated builds, against pub killers.

  • @Kolitra said:

    DS was a plague before the differents nerf, it was all but fun to slug survivors, worst was at end game when they knew the downed is going to DS you at exit gates. And the stun was horribly long, you have no idea how much time i got DSed without even actually tunneling...so no, the new DS is way healthier.

    Being actualy tunneled mean you have NO TIME to touch a gen, heal yourself and so on, sooooooo, if you really are tunneled, OtR and DS will work.

    If it don't, this just mean you are not really tunneled.

    If DS only works if you get tunnelled, then you constantly getting hit with DS means you were tunnelling. The activation requirement, outside of the EGC adjustment, wasn't touched.

    It's now even more conditional than it was before, but now the extremely restrictive role it is designed for is also something it is really bad at, since that 3 second stun is negligible with the 1.2 second survivor stun in mind.

  • Yeah, Deliverance is extremely situational and it honestly doesn't carry that much value outside of swiffers.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143716#Comment_3143716

    I'm talking about a high level. So i guess that excludes you then?

    Why are you casting aspersions on THEIR skill level when YOU are the one struggling?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/342054/reassurance-is-only-op-against-boring-killer-play-styles

    The problem is the game is not designed for a killer to 12 hook. If you try and 12 hook you are going to lose. I would be more than happy with camping being solved as long as the game is designed such that a killer can "win" by 12 hooking rather than being forced to "play boring"

    Look how fast these gens can go even when the killer is pressuring 2 survivors at once and doesn't have a chase that lasts more than 15-20 seconds in the early game. And yet the gens STILL fly:

    https://www.youtube.com/watch?v=p3H8J0OdtG4

    The problem with this argument is that it hinges on competence.

    Maybe YOU can't win by 12 hooking, but someone else can.

  • @soloqdweet said:

    Reassurance makes SWFs even stronger than before, and the fact that you can delay the hook timer forever is so overpowered. Camping was never strong, and only worked against bad players. Against any SWF camping only gets you a single kill. Literally playing the game and doing gens is the counter to camping, but survivors can't even do that. Camping and tunneling are just skill issues.

    So what you're saying is that this perk will only hinder bad killers, since those are the ones going up against bad survivors, right?

    So if Reassurance is a problem for you, it's a skill issue?

    @DemonDaddy said:

    There's a vast difference between throwing a match to camp and camping to secure what may be the only kill.

    I don't see any problems with killers being able to defend a baiting objective. The devs, by popular demand, have deemed hooks to be of no priority for balancing purposes. Whether 1 or 12 hooks it doesn't matter, only the number of kills.

    If survivors really want something done about camping in a meaningful way; encourage the devs to focus on match context and move the focus to a healthy flow of allowing the killers to 3 hook everyone (Not just inefficient teams).

    Just last patch, killers got, what, six baseline buffs? If you still can't win without camping, you may just have to admit that you got outplayed.

    Stop using camping as a beatstick. This 'just make killers OP and we won't camp!' shtick is tired as hell.

  • @dollidahlia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138863#Comment_3138863

    That’s hypocritical though. 2 hooking survivors is the higher chance to lose, and how is it a crutch if it doesn’t work 100% of the time? And it’s hypocritical because it’s a crutch if a killer tunnels but it’s not a crutch if survivors abuse god loops and body blocking.

    not saying that tunneling is a FUN thing but it’s a VALID thing. It’s the best way to win and a smart killer would choose the best way to kill effectively

    A crutch isn't required to be infallible. It's just a low-effort, high reward method. It's reflected in how it's treated on the forums: If you can't win normally, you tunnel/camp.

    That's also why body blocking isn't a crutch. It's not low effort, high reward. It's kinda tricky, very risky, and hard to get value out of in most cases.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137632#Comment_3137632

    Killers also hate body blocking, flashlights, pallet saves, DS, hook sabotage, etc. When are we going to address those?

    Very unfun to go against, results in total denial of hooks, preventing the killer from acheiving their main objective.

    This is a pvp game, your not supposed to enjoy it when the other side win. Your supposed to play well enough that they don't.

    DS?

    You're still crying about DS?

    It's THE most situational perk, the easiest to counterplay, and it got gutted by 50% last patch, and you're still upset that you can't just faceplant your way into a perk that requires your explicit cooperation to trigger without facing consequences for it?

    Why would you make some kind of argument about parity and then toss in such a terrible complaint?

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137527#Comment_3137527

    So says a person afraid of change.

    I've seen it suggested that survivors should share hook states, and the killer cannot sacrifice a survivor until they have reached X number of hook states. This would put killers like Onryo and Myers in a unique position where they can bypass the hook counter to kill survivors, and open the door to new killer and/or add-on designs that are centered around pre-mature moris.

    One can only speculate what this would mean for the health of the game (i.e. would it really fix tunneling?), but it definitely doesn't break the game--some killers already play with 12 hooks as their win condition.

    This is just one suggestion. It of course has a few kinks to work out, but it suggests that something can be done without breaking the game.

    To be fair, that would be a pretty fundamental overhaul.


    On the other hand, I'd say you can make camping considerably less viable by boosting the counter. For every survivor working on a gen, if the killer is too close to the hook, the hook speed is reduced by 5% per survivor. Yes, that's 'per survivor' twice, so one survivor slows it by 5%, two by 20% (2 x 10%), and three by 45%.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137365#Comment_3137365

    It will go away from camping and tunneling when other strategies become as viable again. This doesn't mean buffing x/y/z so that "killers can be even stronger" it means rewarding play that directly averts away from the most efficient strategies. Less stick, more carrot.

    That carrot would have to be more of a problem than tunnelling/camping, so no, that's not an option. Tunnelling and camping really need to be beaten down, and with basekit stuff, not band-aid perks.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136813#Comment_3136813

    I noticed how you conveniently left out the actual examples I used lol. The PTB versions of COH and Boil Over were clearly busted and survivor mains still defended them. And what happened when they hit the live server? Abused immediately. If it means easy wins, people create the builds to do so and will happily teabag and click at the gates when they do it.

    I don't think I saw anyone defending the Boil Over buff.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136728#Comment_3136728

    Like it or not. Sometimes it's part of the game. How dare that person playing killer defend an area !

    Why's the killer defending an area when the survivors just walk up uncontested and slap Reassurance on the hooked survivor?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/341441/thoughts-on-decisive-strike-being-5-seconds-again

    Decisive strike always used to be 3 seconds. It was only changed to 5 seconds back when enduring worked on it. Instead of making it so enduring didn't work on it, they made it 5 seconds. Then later, they made it so enduring didn't work on it, but never changed decisive strike back to 3 seconds.

    Back then, though, Decisive Strike hadn't been trimmed down as it has now, as it didn't have the conspic action nerf yet.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135817#Comment_3135817

    You know what else requires you to get help? Being on hook. Unless you are playing a bottom tier killer just eating the ds and tunneling the survivor makes 100* more sense. Why would i give the survivor a free pass?

    Then don't. Eat the stun. But don't complain about eating said stun, whether it's 3 seconds or 5.

  • "If you're feeling let down by Decisive Strike, might I recommend Power Struggle?"


    Now you can be let down even harder!

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135755#Comment_3135755

    I mean body blocking when you have ds is using it offensively whether you like it or not. You are banking on either being slugged for a minute and getting picked up or using ds to hopefully escape.

    And honestly waiting for a minute is incredibly boring. If some one uses ds offensively im eating ds and hard tunneling them each time. Why wouldnt i?

    And what do you accomplish with it? Killer gets a free down and then DS doesn't fire, so you're left on the ground until you bleed out or get help. Which slows down the survivors' progress more than it hinders the killer.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135678#Comment_3135678

    Its not an absolute doom scenario, its just something that people sometimes do: Use otr and ds offensively and dh just compliments that build really well. I mean its a really solid build with just those 3 perks, not just for bodyblocking.

    Again, DS cannot be used offensively without killer compliance.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135597#Comment_3135597

    God i already have people body blocking when im carrying a survivor to hook with otr + ds. If they made ds 5 second again that would be incredibly obnoxious to face.

    I can right now see people bringing otr, ds, dh and trying to body block 3 hits followed by ds into dh again. I wonder why i only see a few people do this.

    Because it doesn't work. DS requires killer compliance. If someone was unhooked in the last 60 seconds and intentionally goes down, just leave 'em slugged. Just don't hit that space bar. That's all it takes to 100% nullify this perk.

    Additionally, AFAIK, DS does not remove exhaustion, so you can't 'DH again'.

    Also also: DS being 3 or 5 seconds makes no difference to your absolute doom-scenario.

  • @Espshiva said:

    Emm no I think lt can be reported both ways not just the killers you are actively using your body (character) to block a certain area or thing, this is body blocking.

    Endurance effects do stack, straight up example, borrowed time and the now passive one, yes borrowed time is as it says, but these stack extending the time.

    Also I'm not saying that I "don't look very well" but the fact that by the time I have got someone or found evidence of someone, it is already to late and a gen is done.

    Emm no I think lt can be reported both ways not just the killers you are actively using your body (character) to block a certain area or thing, this is body blocking.

    The reason a killer bodyblocking a survivor is conditionally reportable is because survivors cannot do anything about it. If you are stuck in a nook and the killer blocks it off with his body and just holds you hostage there, THAT is reportable.

    Survivors bodyblocking the killer is NOT reportable, because the killer can suspend the survivor's collision by hitting them, therefor making it impossible for the survivors to keep the killer hostage.

  • Regardless of whether it is worse or better, it is baffling that this highly requested update (The 'Grind reduction' update) didn't just reduce the grind but off-set it by removing BP booster perks and adding prestige costs.

    The goal wasn't for the grind to stay the same. If people are arguing whether it's better or worse, it didn't get substantively better, and thus the update failed.

  • @Pulsar said:

    Disagree with reasoning, agree with conclusion.

    BBQ and WGLF BP bonuses should be made basekit to help with the overwhelming grind.

    Big value to the way these BP boosts worked as well is that they gave little successes, even if you lost the game. Even if you get mori'd, 'well at least I got three WGLF stacks!'. Even if you 0K, 'well, at least I got four BBQ stacks!'.

    It helps make the game more consistently satisfying and rewarding.

  • What you are talking about here is SEAL squad levels of Swiffer play.

    90% of swiffers won't communicate everything perfectly. They won't have kindred or windows of opportunity or bond or deja vu at all times because 90% of swiffers don't communicate that. They might use major landmarks, but minor ones are procedurally generated and thereby usually difficult, if not impossible, to call out.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133080#Comment_3133080

    https://us.v-cdn.net/6030815/uploads/BRFI5WRT4D46/git-gud2.png

    First Circle of Healing

    then Dead Hard / Decisive strike

    then Iron Will, Spine chill, self care

    now Prove Thyself? Stake out?

    Can survs have one good perk at least? What will be the next broken thing? Lithe? Tenacity? Autodidact?

    I'll be laughing my ass off if they nerf Autodidact.


    Then again, they nerfed Self-care too, and that was bordering on being a killer perk, so it's not -that- much of a stretch.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132449#Comment_3132449

    If its an anti camp perk, obviously no, they wouldnt deserve that. But honestly man havent we talked about this fringe situation enough?

    At this point i would be pretty surprised if the perk made it to live as is. We'll have to wait and see what they do. I'll probably be fine with any version they deem ok.

    How would they not deserve that? They take a huge risk, massively outplay the killer, but what, the killer should just get a pity kill?

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132380#Comment_3132380

    Oh so now reassurance isnt meant to be an anti camp perk?

    Agreed, if we accept that, its not an abuse at all. Hopefully the devs think its an anti camp perk.

    It's still an anti-camp perk.

    But why would that be the only thing it does? If survivors want to cripple themselves on the off-chance they get one extra out if the killer is -that- bad, do they not deserve that?

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131845#Comment_3131845

    How would you opt out though? Like just use space to cancel out the perk?

    I also get what your saying I just wasn't trying to be like BHVR and do a over Nerf of something just minor tweeks is all lmao. But you have to admit the 60 min hard cap is kind crazy considering the rest of the perk after all.

    You're trying to drastically diminish its uptime, how is that not a nerf?

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132335#Comment_3132335

    A single survivor can take the timer from 1 minute to 4. Yes you would need all of those. Does that make it any less of an abuse?

    Dude we have been over this, yes it only basically affects good swfs or godly solos. So what, an abuse is an abuse.

    Not 'good' swiffers. Godly swiffers. And no, it's not abuse. Why would it be abuse? A perk is used in its intended way. The killer is given ample opportunity to act against it. If they can't, it's just their incompetence.

    Is it also abuse when a survivor uses Quick & Quiet to shake a killer by going into a locker?

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131799#Comment_3131799

    You would do it if they were the only person with 2 hook while every one else had no hooks and there were only 1 gen, maybe 2 left that are already partway done. In that situation, you would be throwing by unhooking rather than stalling with reassurance. Not in the way that you would be more likely to lose no. In the way that you would make a 4 man escape way less likely by giving the killer a bigger time span to sacrifice that survivor.

    Yes this is only useful to good swfs. Yes this is not an issue for solo q or average swfs. I know.

    You'd need to be able to get a full win with one survivor being incapacitated a full chase earlier, and two other survivors operating at partial capacity.

    If the killer doesn't manage to get anything out of that, I'm sorry, but you deserve 0K. That's not abuse, that's just the killer getting outplayed.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131741#Comment_3131741

    I'm not trying to sneak in anything how is reducing the 60 min hard cap a negative Nerf.

    How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.

    How is making it a limit for each hook stage so a hostage situation from happening a bad thing

    I'm not wanting the duration or any other part of it changed, I infact agree that the perk is needed to combat toxic campers albeit I dislike a perk being used as a band-aid to something that should be basekit but support the perk just not I'm a state that can be abused.

    How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.


    How is making it a limit for each hook stage so a hostage situation from happening a bad thing

    Both of these cripple the uptime of this perk.

    Again, just allow the hooked survivor to opt out, that way you remove ONLY the problem, and you don't throw on a crapton of collateral.

  • Spirit thread: Exists

    Most recent post: @TheGannMan


    Yep, that checks out.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131017#Comment_3131017

    Survivors were doing it to Survivors. If the hook is in a strong gym loop it's easy for survivors to stay out of sight or loop the Killer while a 2nd or 3rd survivor is waiting to use it.

    I was stuck on the Hook for the 60mins while a Bully SWF squad tormented the Killer...they got so angry they didn't realized they were circling the hook allowing for the abuse.

    I hate band aid fixes in the form of perks but the perk is needed for the toxic campers but the perk need some tweeks to the numbers so it can't be abused.

    For example increase the cool down so it can't be chained together as much.

    Lower the dam hard cap from 60mins to something like 5 mins

    Or limit the stop of hook time to like 1 or 2 per stage.

    Anything to keep it as strong as I can be but not to be abused

    A) That example still banks HEAVILY on the killer being garbage

    B) The obvious way to fix it is to allow a hooked survivor to opt out of the mechanism


    Stop trying to sneak in nerfs to the anti-camp perk.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130282#Comment_3130282

    Reassurance's values do allow the survivor team to keep a survivor on hook alive indefinitely. That is a problem. It doesn't matter that it requires 2+ survivors, because survivors are a team of 4. Reassurance would be fine if only 1 survivor could bring it, but we can't consider only 1 survivor bringing the perk when balancing survivor perks.

    Reassurance with the ptb values is overtuned. Whether or not you want to see it is your problem. But at the end of day there should never be a situation where survivors are immune to dying.

    Okay, then you've got one on the hook, one in chase, and two juggling Reassurance. Who's doing gens?

    And then the one in chase goes down, now there's two people on hook and two juggling. Soon to be one juggling, since the killer is roaming free without any kind of pressure on them, since no one is doing gens, too invested in this loopy stalling strat.

    Yes, you can keep stalling it, but only if the killer goes AFK or camps.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130230#Comment_3130230

    Hooked survivors provide pressure, because they will die if not saved.

    Reassurance being able to completely prevent a survivor from dying does remove the pressure a hooked survivor provides. At that point the survivors no longer have to risk going for a save to prevent a survivor from going onto the next hook state.

    I'm all for reassurance being an anti-camping perk. But like all other survivor anti-x perk, it should only provide limited ability at dealing with camping. There should never be a situation where a hooked survivor has no threat of being killed if not saved.

    No, it doesn't. Reassurance just extends the timer. By itself, it can't extend the timer indefinitely. Two survivors together could do it, but they'd need to constantly make trips to the hook to get that extra time in, which is extra pressure for the killer.

    There's still plenty of threat of the hooked survivor dying, since he's reliant on the other two survivors to keep his timer from ticking down. So if the killer incapacitates his teammates, he still dies. All these theoretical situations of people aggressively using Reassurance really just hinder the survivors, since a ton of extra manpower is used to accomplish LESS than a simple rescue.

    The only concern is keeping a hooked survivor hostage, which can be fixed by giving the hooked survivor some way to opt out of the perk.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130159#Comment_3130159

    With 2 or 3 survivors with assurance, you can keep a hooked survivor hooked practically indefinitely. I've seen people already talk about being held hostage on the ptb for 20+ minutes. That is not healthy.

    Yes, but that doesn't take away the killer's pressure, which was your post's closing point.

  • @Crowman said:

    I disagree that the perk needs to be a one time use. I think it's possible for it to be fair while not being so heavily restricted.

    I do believe that reassurance whether it's alone or being stacked should never create a situation where a hooked survivor cannot die. While reassurance being an anti-camping perk is fine, a hooked survivor should die if survivors don't take advantage of the extra time to finish gens and leave or get the save. Reassurance should not in any situation completely removed the pressure a hooked survivor provides to the killer.

    Well it already doesn't, so that's good.

  • DS needs to go back to a 5 second stun, and OTR needs to be a total information denial anti-tunnel perk instead. That'd be much healthier for the game.

  • Man, people are really clamoring to restrict the anti-camp, huh?

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126874#Comment_3126874

    The thing is that it won't it actually encourages it because how the perk is set up. Remember it notifies the Killer when the hook timer is paused by the perk. That will tell the Killer that there is a Survivor in the area and they will patrol around the Hook.

    This then will set up for the part of it that can be abused by Survivors. While the Killer chases the Survivor they will be looped around the hooked Survivor. Here comes Survivor #2 who then uses the perk again to pause the timer. Survivors 1 and 2 will keep going back and forth using the perk while Survivor 4 works on Gens.

    The perk itself has a hard cap of 60 mins.....that's just a stupid place to put a hard cap. I have been a part of that so nice 60 min hostage negotiation on both sides when a few Survivors and I tested it out with a Killer using Weaker and we all wanted to do a few tests.

    It will need a rework before live servers by either increased cool down or limit how many times it can pause the timer for any one Survivor.

    This then will set up for the part of it that can be abused by Survivors. While the Killer chases the Survivor they will be looped around the hooked Survivor. Here comes Survivor #2 who then uses the perk again to pause the timer. Survivors 1 and 2 will keep going back and forth using the perk while Survivor 4 works on Gens.

    Maaassive skill issue if you get looped around the hook. You should get that runner down, and at that point, you have two dying survivors in one spot, and one survivor running in to stall the game without helping his team, so that's, at max, one survivor on gens.

    Survivors are barely making progress and you've got one dying and one on hook, with another right next to you. If you can't win from this spot, accept the loss.

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