Jackal7879
Jackal7879
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@Abbzy said:
I think its 20% gen regression basekit kick when you hooked new survivor Idk if its from compleated generator progress or total progress like old pop and other regression like pop will be + that but from patch notes I get it like its not limited by time so once you get that 20% you sill have it untill you kick some gen.
The antitunnel in endgame once gates are powered is 30 I belive because theres only that the new effect is turned of but only endurence with haste stays but there isnt anything being for 10 seconds in endgame which is kinda broken because 110 killers can get you for 30 seconds thats free escape basicaly which is stupid but theres many stupid changes in this patch so thats it more likely some developer can make it more clear but there isnt such panic in this post so they probably wont.
I see thank for answering me I feel like the end game should be 10-15 seconds if it needs to be buffed in endgame 15 is fine but no more then that but I would like to stay as is at 10 seconds but that just my opinion
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why was hope nerfed
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868203#Comment_3868203
More than a top tier who's slugging?
any killer can slug Some will do it better than others and it usually depends on the skill of the player themselves but I’m just trying to nip a potential problem in the bud before the whole mechanic gets Nerf or removed because teleporting to healing survivors is already strong in itself if behavior see no problem with it then OK I just think it could be a potential problem,
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We also need to take perks like 3rd seal and knock out into consideration I don’t want the healing teleportation to be Nerf to the point where it does nothing I just think survivors who heal a slugged survivor should not be an option to teleport to until that survivor is picked up from the dying state into the injured state just to avoid
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@Brimp said:
If the freddy leaves you on the ground for that long you should be at 90% recovery progress. The freddy would have to be really fast to hit that teleport even with sloppy.
but then he can just immediately down again and go after the healer and we also need to take parks and into consideration
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/436394/freddy-slugging-potential
Not really, When you get downed you wake up and he can only teleport to you if you are sleeping. so it doesn't really help as much as you think.
but if the healing survivor is asleep he can still teleport to them
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@Mandy said:
This looks like only the text is updated, not the perk in game
Wait so is windows gonna get changed soon? or was the description change a bug
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@Peanits said:
If you want to calculate how many heals you get from a medkit, you can ignore speed completely. Speed only affects how quickly you do the heal, not how many charges you use.
So the only thing that matters in this case would be efficiency.
- Botany Knowledge reduces it by 20%
- Med-Kits reduce efficiency when self healing by 33%
- Streetwise increases efficiency by 25%
DBD math can be a bit confusing at first, but in short:
- Positive modifiers are additive
- Negative modifiers are multiplicative
This way, no amount of stacking positive modifiers can ever make something instant or infinite, and no amount of stacking negative multipliers will ever make something take forever or deplete instantly.
So in this case, a heal takes 16 charges to complete, and you have a -20%, a -33%, and a +25% multiplier. When we put it together, it looks something like this:
16 / (1 + 0.25) * ((1 - 0.20) * (1 - 0.33)) ~= 23.88
Meaning with all of those modifiers, a single self heal with a med-kit, Botany Knowledge and Streetwise will require about 23.88 charges.
You can do the same math with the speed multipliers to see how quickly you'd use those 23.88 charges.
Why does Botany Knowledge still give the 20% decrease wasn’t that that for the old Medkits and Boon:Circle of Healing no longer works with Medkits so maybe the the downside to Botany Knowledge is a little overkill
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@CrusaderNella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498591#Comment_3498591
Yeah, the sound effect you hear as the killer when the perk is triggered is also played just as loudly to all survivors on the map.
basically broadcasting, HEY, YOU TRIGGERED MACHINE LEARNING, THE KILLER IS UNDETECTABLE AND FASTER FOR 30 SECONDS! LOOK OUT
There is a sound cue
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494709#Comment_3494709
unpopular opinion: is not + survivor had full control over that , they can leave the gen 99% and wait untill the killer is not chasing to active it , and the killer gets 0 value during chase + is just 10% of haste which last just 30 secs.
not only that Im pretty sure survivor had a visual indicator of machine leaning when the killer kicks a gens.
Wait do they have a visual cue? If so this perk is worse than I originally thought I also heard that there is a sound cue as well I barely go up against this perk or use it
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498744#Comment_3498744
I know what you said… the requirement is what makes it situational. Whether or not you get value from it depends on many factors including you and your opposition. This is true of many perks.
The perk is situational with 1 or 2 kicks its just not good 1 kick would just be a good QOL change that will make the perk feel less clunky
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@DY86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498154#Comment_3498154
Same goes for fire up and no way out. But overall machine learning is somewhat stronger than those 2.
I honestly think NWO than machine learning is stronger even with just a 1 kick activation especially if NWO is combined with noed terminus etc
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@DavidHypnos said:
A 10% haste + undetectable is very strong so it needs to be situational.
It is strong but you get the effects by basically losing especially if the benefits 5 times in a match (which you might not) and even if survivors repair all 5 gens you still might get value 5 times
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@Gandor said:
Ok. I just tried that out. Those 0,2s are for some reason enough to force hook trade. That's absolutely HUGE buff. I am very satisfied with this buff right now
I could never test it everyone it was mostly running stbfl so I’m just gonna run a Alex’s toolbox it’s not worth a perk slot imo maybe for the hook aura but the killers were mostly Sadako and a few Weskers
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404297#Comment_3404297
yeah decent chunk of... 10%? across 60 seconds?
And none beside MAYBE surge really related to 3 gen at all, I suspect this to be skill issue.
Yes a 3 gen SM that not even a comp SWF can’t even beat let alone soloq team must be a skill issue indeed lol and apparently that 10% must still be really good cause just had 3 today with those perks plus surge and pain res and nobody could seem to break the 3 gen she kept guarding
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@Phasmamain said:
Removing her instadown literally encourages 3 gens more since she has no chase ability
Anyway knight is arguably better a 3 gen while also being better in chase. I find him way more annoying tbh
I personally rather go against a 3 gen night knight obviously I rather go against neither, but I think Skull merchant worse knight can only patrol a maximum of 2 gens with himself and a guard while SM can petrol 4 with her drones
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@supersonic853 said:
So what perks is she gonna hold a 3 gen with causing the gens to regress to nothing even with stuff like prove thyself and resilence running around? As well as the drones being easier to disable now. Im interested to see your answer?
There’s still some pretty good slow downs like surge Pain res is still good dead lock eruption is still good it just doesn’t punish soloq for being soloq or she can go with the chase build because he does have haste and dissolution in her basekit especially with DH nerfed
the gen kick perks are bad on their own OC and COB together still get a decent chunk of a gen
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They did also Nerf COH which also contributed to the problem because killer kicks of gen hit survivor goes to Boon and heal survivor goes back call of brine gives notification killer goes back hit survivor kicks gen again survivor goes to Boon and heal and the process repeats until one side messes up if they NERFED one side without nerfing the other, then it would be problematic at least that’s my take on the 3-GEN scenario
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371051#Comment_3371051
The other survivors not being chased have less pressure to get the unhook. They can sit on gens longer.
But if everyone doing gens no one came to reassure the person on hook and if they are to go reassure them and the killer is not camping why not just unhook them at that point?
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371088#Comment_3371088
Survivors have SIXTY seconds to unhook, not SIXTEEN. Let the killer break a pallet, kick a gen, and get more than a tile away in their patrol before you unhook. Why the urgency to unhook ASAP and tempt the killer to return to the hook?
Your anxious playstyle seems to be blinding you of the benefits extra time on the hook could mean.
If I have a gen nearly finished, or my Flashbang is almost charged, things like that, then I have the time to do it in those 60 seconds. A lot of progress is lost if I have to run across the map, unhook, and then run all the way back, when I could have finished the task first. If the hooked survivor is reassured then 90 seconds lets me finish an entire gen.
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I am in agreement with the range being too small IF the killer is, in fact, camping. It's very risky to get close enough to activate. Double the range, but not right away and only if the killer is still nearby.
1st I have never anything about rushing unhooks
2nd the delay still doesn’t make sense I have said my peace about that in 1 of this post
3rd your acting like every survivor is in a 4 man swf if you use it in soloq that time can be wasted by the the other 2
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371088#Comment_3371088
But killer in the range of the hook is the definition of camping. If the perk is designed to counter camping killers, it should only work the killer is near the hook, making saves harder.
As i've said, survivors should feel pressured when someone is on the hook, as they SHOULD prioritaze saving over all of other things.
Some killers can take advantage of that as well like huntress hag etc
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@Jackal7879 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371001#Comment_3371001
Let’s just agree to disagree we both agree that the range should be buffed
we can’t agree on how long the perk should stay active we both can up with defense for both our ideas about this perk
I do respect your opinion I just don’t agree with it
especially when we get the theoretical’s into it like a 4 man top MMR SWF who have this perk versus a 4 man soloq team with only 1 survivor having it
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I feel like this a boon:Dark theory phenomenon, I remember in the PTB for the Ringu chapter some people complaining about the boon saying it was overpowered and the forged in fog when, when people was fogwise and potential energy was going to be OP and literally those perks are rarely used
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/367960/can-we-please-buff-reassurance
Have you seen the video were someone uses reassurance on the people on the hook and go back to gen?
Maybe the should indeed buff the range, but make it only work when the killer is under 12m of the hook.
Survivors should feel pressured when someone is hooked, and unless the killer is near the hook from start to finish, should feel pressured even more when the hooked is almost going into the next stage.
This perk does not need a killer range requirement if you as a survivor is using this perk when the killer is nowhere near and leaving the survivor for whatever reason on hook seems dumb unless there is a maybe a gen near them like 90% then maybe I can see a argument
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/367960/can-we-please-buff-reassurance
-"people say it’s one of the strongest perks in the game which I do agree on some level"
So you realize it's already incredibly strong but that's not enough?
Reassurance should only be usable once every time you are hooked. Cycling it multiple times is not fair to the killer because it denies any sense of urgency for the rescue.
Reassurance might be "ok" if we had some kind of base mechanic where when only one survivor is on the hook the generator with the most progress is blocked as long as the killer is 16m away from the hook. Furthermore while that generator is blocked it will regress as if the killer had kicked it (activating any perks that modify gen regression speeds but not perks like dragons grip).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371049#Comment_3371049
-"Now, when the killer leaves, whether the killer finds the survivor who reassured or not, the survivor on the hook has 90 seconds before the next stage. The killer DID NOT CAMP, and yet is still punished for it."
And this is a clear explanation of why the perk is too strong.
Where is the killer version of Reassurance?
The killer should have a perk that reads : after kicking a generator survivors cannot touch that generator until 30 seconds have passed. The perk has no cooldown but is limited by how fast the killer can move around the map.
Explain to me why you need more time on the hook? You already got that for free years ago. Hook stages used to be 45 seconds. The result of giving survivors +15 seconds meant they could hold m1 on generators for 14 seconds longer than normal.
Did the killer get any compesnation for hook stages being longer? No.
Survivors recently got free borrowed time for 10 seconds as part of their base kit. The killer got nothing to prevent survivors from tunneling generators but survivors got free base kit tunnel protection. That's not right.
I mean monstrous shrine is the reassurance for killers
and since DS got nerf it has never been easier to tunnel a survivor out with off the record just simply hit them off hook and that completely get rid of it and when you get add ons into the mix like pin heads original pain that literally gets rid of the perk
And y’all basically did with eruption
and honestly, can you answer how many reassurances do you see every time you play killer?
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@Emeal said:
I dont think bHVR will increase the range as the low range is supposed to expose you visually to the Killer, starting a chase.
This seems to be the point of the perk.
So basically a anti-camp perk works by exposing yourself to the killer by hook which gives the them reason to camp seems kinda counterproductive if you ask me
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371034#Comment_3371034
The killer carries a survivor down into the basement. A survivor upstairs reassures immediately after the hook (through the floor with the increased range) and runs off. Now, when the killer leaves, whether the killer finds the survivor who reassured or not, the survivor on the hook has 90 seconds before the next stage. The killer DID NOT CAMP, and yet is still punished for it.
The other survivors have 90 seconds to unhook instead of 60, buying them more time to do gens before they have to hop off the gen to rescue. That's where the abuse comes in. Worse if the hooked survivor has Deliverance ready and waits until the 89th second.
If the killer is not camping why not just unhook if anything doesn’t that benefit the killer because if you chase another survivor after basement then for let’s say next 75s the extra 15s to go unhook you only have 2 people doing gens instead of 3 because survivors chose not to unhook and if you down the the other survivor and chose to go back the the basement to force 2nd stage or a swap and if the have 2nd reassurance they reassure them again because they been hooked for longer then 10s and you went back the basement so they get the 12m range now
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/367960/can-we-please-buff-reassurance
absolutely ######### not... it's already annoying when they'll use it aganist you despite you aren't camping, if they ever buff that cursed perk i'll probably went full bubba facecamp as a protest...
But if you aren’t camping how is this perk hurting you?
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@miniwengsel said:
The only change I would suggest would be that the perk get disabled after all gens are powered
That is a horrible idea. In my opinion assuming the killer doesn’t camp at 5 gens end game is really, when this perk starts to shine plus DS and off the record are already deactivated and also take advantage of the 5th perk altruism because endgame altruism can lead to a 3k maybe even a 4K if the survivor screw up somehow
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370995#Comment_3370995
Because Reassurance is supposed to punish camping, and the definition of camping is not simply the killer existing immediately after they hook.
Give the killer some time to NOT camp
Yeah but a smart survivor is not gonna try to force value and a smart killer would capitalize on a dumb survivor going immediately to the Hook to reassure a survivor so either way I still don’t get the point of a 10 second delay and depending on which killer you are you can probably down the survivor with the perk if they do go in right away so now you have a hook survivor and a slug
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371004#Comment_3371004
It could get a range buff if it could only be used once per survivor or at least once per stage so 3 survivors can't pop it 3 times on one stage.
Oh no I wasn’t saying 1 survivor pop it 3 times on 1st stage I do think it should be hook stages and not instance so basically 1 survivor with this perk can use it 2 times once on 1st hook stage and another on 2nd hook stage
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370984#Comment_3370984
If survivors have 3 Reassurances, they would definitely have time to do gens and open the gates while Bubba is camping a hook, no matter if it is 3x 30 seconds or 3x 45 seconds. They would actually be fine even with 1 person with the perk tapping it on both hook stages.
As for proxying against Reassurance let's imagine a scenario: Killer hooked a survivor and left to harass a gen and then came back 40 seconds later. The hooked survivor is still there so the killer decides to secure a stage so the survivors are forced to double save or give a second stage/kill. 15 seconds later a survivor comes, taps Reassurance and runs away as 2 gens are done and the 3rd one is hot. What should the killer do? Chase a survivor that reassured a hook or continue securing a stage? The answer is none. It's a lose lose for killer as both scenarios will lead to a massive time sink into nothing. Again, it's a theoretical "top tier 4 man" so the chases also wouldn't be short and the gens will be done fast. At this point the game is already lost for a killer and the only hope is the survivors' excessive altruism which shouldn't happen if they are trying to win.
And for weaker and unorganized teams Reassurance does nothing no matter if it's 30 seconds or 45.
Let’s just agree to disagree we both agree that the range should be buffed
we can’t agree on how long the perk should stay active we both can up with defense for both our ideas about this perk
I do respect your opinion I just don’t agree with it
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370927#Comment_3370927
2 minutes if the survs sit tight and don't do anything else useful. It only affects one gen at a time. Survs can work on a different gen, and deadlock doesn't cause it to regress. If you theoretically triggered reassurance on the maximum 8 hook phases you buy 4 minutes on hook. Even triggering it on half of the hook states in the game timewise equals the slowdown of deadlock.
And NOED really isn't something that's that relevant to reassurance timewise. If you get close enough to trigger reassursnce you're really risking a down. distance is the thing against NOED Nd i agree the distance should be buffed. It's already very good against NOED buys lots of time to find and cleanse the totem.
At the end of the day it's not really a number balance issue. You don't need to sit down and compare slowdowns. Even if you do, Deadlock is the only perk you could use as slowdown while hardcore facecamping. And at 30 secs per trigger reassurance can definitely outpace it. I think it should be easier to trigger so killer is forced to move put and actually play the game. But does it need to last longer? Absolutely not, it's already enough of a deterrant to facecamping.
Let’s just agree to disagree we both agree that the range should be buff
but have different opinions on the time it stays active
i can come with another defense about why it should be buff to 45 and you can come up with defense on why it should stay 30 seconds
I do respect your opinion I just don’t agree with it
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370956#Comment_3370956
I put the exact reason IN THE COMMENT to begin with! You chose to ignore it...
Let me try again:
Make Reassurance useable 10 seconds after a survivor has been hooked, so that the doubled range cannot be abused immediately after a hook
This stops a survivor from using Reassurance from 12m away immediately after the killer hooked. 10 seconds buys the killer time to move away from the hook. If they're still within 24m after 10 seconds THEN Reassurance can be used from double the range.
Better?
But if I have the 12m range right away and able to activate it right away how can it be abused if they camp I use the perk and they get punished for it if they leave the hook I unhook where in that scenario is reassurance abusable compared to your suggestion if you can answer that
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370971#Comment_3370971
We are talking about a theoretical "4 man top swf" so proxying will most likely happen at some point as you can't just mindlessly get in any chase and get any decent result with that.
I only brought it up because you said at high level play (which I assume mmr)and I rarely face a 4 man comp swf anyways i can see them using in a tournament if they literally a comp swf because killers tend to camp in them anyways
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370961#Comment_3370961
Sometimes the killer needs to secure second stage/kill and this scenario forces at least 2 survivors to get off gens and go save their teammate. With Reassurance one survivor can just come and just tap it and return to gens and the survivors can cycle it 3 times on a hook(if all of them have the perk). Your buff suggestion also won't punish facecamping bubbas for example because that survivor is dead anyway no matter if he can be held on hook for extra 90 seconds or 135 seconds. So the buff would just make organized teams stronger and won't address the actual facecamping issue.
Also having strong perks doesn't justify another strong perk getting a buff.
Yes it will punish bubbas for face camping because it gives the survivors extra time to do the gens yes that survivor will die but the other 3 will have a much better chance of survival and if you have chosen to still camp with reassurance that just a bad play on your part as killer whether it 30s-45s even if they just had 1 reassurance that’s still a bad play
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370934#Comment_3370934
In most cases it will be a guaranteed 3-4 man out if the killer is not Nurse/Blight on a favourable map.
And another thing the only way to 3-4 man out is if you as a killer chose to proxy / face camp at 5/4 gens and if you got one 1 hook at 5 gens more then likely you were possibly gonna get 0-1 kill anyways if you still choosing to camp at this point and they just straight up leave their teammate
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370934#Comment_3370934
In most cases it will be a guaranteed 3-4 man out if the killer is not Nurse/Blight on a favourable map.
But how tho how will it guarantee a 3-4 man out the same can be said about boon:COH UB DH Adrenaline prove thy self deliverance
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370911#Comment_3370911
Why not make Reassurance trigger by itself from any range as soon as anyone's hooked? Why not make it last 10 minutes?
so you can’t answer the question of how reassurance can be abused I’m assuming so went to straight out mocking my question
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@JustAShadow said:
Reassurance is one of, if not the strongest perk in the entire game at high level play and the last thing it needs is a buff.
Ok let us say a 4 man top mmr swf loaded into a match with 4 reassurance that lasted 45s (12m) compared to 30s (6m) what would happen
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370907#Comment_3370907
We don't need to take them into consideration. The killer's slowdown perks are irrelevant. Deadlock doesnt makes much of a difference here it only affects one gen. It's still extra time the survs can use if the killer is determined to facecamp.
And the NOED example 15 secs is enough to cleanse the totem. Could make a huge difference in a noed hostage situation.
Regardless lengthening time on hook is something devs have to be extremely careful about.
Deadlock buys you 2 minutes 30X4=120 and noed unless noed spawns on top of survivors you won’t know about it until someone gets hit with it and if the somehow have a hook a hook or 2 NWO can possibly guarantee another slug and possible sacrifice
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370897#Comment_3370897
Still, buffing the range, i would be ok. It's kinda stupid that you can't reassure basement, but the timer is very dangerous.
Reassurance strength is in alleviating survivors pressure to go for an unhook, if the timer becomes too big, especially in a SWF with multiples, seems abusable.
Again if you’re not camping the killer won’t notice this perk if they camp at 5/4 gens this perk will hit them hard and that if all 4 survivors bring this perk will 3 because you can’t reassurance yourself remember old ptb reassurance
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@Nos37 said:
- Keep the 6m range
- Double the range to 12m if the killer is within 24m of the hook
- Make Reassurance useable 10 seconds after a survivor has been hooked, so that the doubled range cannot be abused immediately after a hook
Why not make it 12m out right and how can you abuse reassurance
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@HoodedWildKard said:
A buff in reassurance would certainly discourage face camping. Which is one of the least fun strats in the game. Buff Range? yes, time? Might be too much.
It already makes a hook phase last 90secs (i think) which is enough for a single surv to repair one whole gen.
Again we are not taking perks like deadlock into consideration and then if they have noed etc and a extra 15s won’t do anything to a killer that doesn’t camp remember reassurance from ptb and the only reason it got nerfed was was possible game held hostage for one survivor
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370861#Comment_3370861
You can have multiple reassurances per team, 30 seconds is already enough time for survivors to regroup and extra time.
I saved multiple games and people with this perk. It's really that good, saving someone from getting extra stages is massive
Again if the killer is not camping at like 5/4 gens they won’t even notice this perk plus not all 4 survivors are gonna run this perk unless in a swf the extra 15s is mainly for solo who brings this perk especially if the other 2 are doing nothing . remember the the ptb the perk can be activated multiple times from 1 person after the cooldown was done the only reason why it got nerfed was a possible survivor holding another survivor hostage which is why it got nerfed
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@BlueHorkew said:
Reassurance is pretty good, maybe a slight range increase.
But i honestly think it's good as it is
You also have take in to account perks like deadlock that can slow the game down passively and noed which basically encourages killer to tunnel and camps someone out and no way out that stalls for even more time people say do gens when a killer is camping but you can’t do gens and totems giving reassurance a extra 15s and range and changing it to hook stages won’t make this perk op
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For people saying that it’s OP (which I still think it isn’t IMO) look at it from this direction you can have one stealth/chase perk that’s possibly one less prove thy self one less adrenaline, one less circle of healing that can benefit the whole team if just one person brings it, one less built to last with a commodious toolbox possibly even one less off the record and possibly one less unbreakable, I rather have 4 iron wills than one unbreakable, and with all this aura reading it can literally just cancel out this perk even the popular one right now nowhere to hide will destroy this perk. And again if you’re at a short wall loop this park will do absolutely nothing the only place where it really shine chilies. The killer was long wall/short wall jungle gyms
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@sizzlingmario4 said:
This is also happening with the Knight’s prestige charms.
Haven’t even gotten those yet but nice to know
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264521#Comment_3264521
Let’s recap…
”A perk shouldn’t get buffed just because it’s easier for SWFs to deal with it”
Perks getting nerfed have nothing to do with the above statement.
They point off that post was if you’re up against something that you feel has no counter play that match just leaves a boring bad taste in your mouth like for example old DH MOM COH it feels unfair and bad to go against like old DS and unbreakable for killer eruption COB SH:Pain Res because if the killer has a 3-gen with this perks the game is gonna last forever and there is nothing for the survivors can really do in a swf and most importantly soloq depending on some other variables like the killer or add-on or other perks as mentioned and whichever side had to go through that and won they can’t even be happy about because at that point it feels like a chore then playing a game for fun
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264504#Comment_3264504
It doesn’t matter if you think the core game mechanics are outdated. They are still in the game, and SWFs are still bypassing them.
And eruption existing doesn’t mean BHVR “forgot about solo q”. It just means the perk was designed to be a surprise, and SWFs are bypassing the intention of the perk.
So then by that logic boon:COH (100%) wasn’t busted because it was supposed to make you heal faster
MOM that wasn’t op it was supposed to give you a free health state
DH it was supposed to make you avoid damage and give a dash for distance that was the point of the perk
So why were killers complaining about all this perks they did what they were supposed to do so why did get nerfed