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How do we feel about current adrenaline?

MoZo
MoZo Member Posts: 773

We’re coming up on 1 year since the nerf done to adrenaline last year and I was curious on what others thoughts on it are. I still hate the nerf that took away the “adrenaline off hook” since it made the perk way more swf friendly rather than a balance between all roles. I understand why it had to go because it put killers in a lose lose situation. The speed nerf and Freddy interaction with it was completely fine and an understandable nerf. I wish they would bring back adrenaline being on hold if you’re disabled because it feels horrible when you go down right before the last gen pops or if you’re solo q on hook and your teammate pops the last gen before you get unhooked.

Comments

  • LockerLurk
    LockerLurk Member Posts: 1,683

    It's fair now. End of discussion.

  • NODD3RS
    NODD3RS Member Posts: 196
    edited March 2025

    It’s just okay I guess. It was op before . But now it has too many restraints to make it worth it. It’s value is reliant on you being chased, injured, and in endgame. i feel like there are other perks that give more of the benefit with less of -

    a caveat, like dh. I feel like its speed didnt deserve a nerf

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 565

    it’s great in swf it’s very risky in solo que. Because you can’t see your teammates perks, you can literally make it to the endgame and have that perk not activate because you were on the hook. Hope doesn’t get this punishment so thank god for that

  • Linkdouken
    Linkdouken Member Posts: 681

    Never really used it myself. Always found there were more useful perks than a 1 time endgame perk

  • jesterkind
    jesterkind Member Posts: 9,571

    Adrenaline's still one of the top three perks in the game, the nerfs didn't really move the needle on its core strengths. It did lose the stupidly unfair "heal on hook" possibility, and that was a bit of a knock overall, but the core strengths of Adrenaline have always been the instant heal and speed boost which are both preserved.

    It's in a pretty good spot now. Still one of the best survivor perks there is in the game, but no part of it is really unfair anymore.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,809
    edited March 2025

    Tried it a few times post nerf and then took it off every build. Still haven't used it since, if that tells you anything.

  • tricks5776
    tricks5776 Member Posts: 117

    it’s good with swfs but significantly weaker in solo queue. I ran it for a week and tried to bait last chase. Was able to get it 4 times. Ended up on the hook 3 times right before teammates finished last gen. Teammates couldve finished it while I was in chase had they started gens earlier. I think if you run it in solo, you it encourages you to be the one starting the last gen or working on it injured to get value. Fine perk but much stronger in swf than solo now.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,523

    Still a good perk with a high use rate.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846

    It's still very good, just more situational.

  • H2H
    H2H Member Posts: 954

    I think it’s still a great perk and one I run most of the time if I’m not using the perk slot to get an archive challenge done.

  • Nathan13
    Nathan13 Member Posts: 6,960

    I think adrenaline is fine I personally don’t use it though.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Pretty much a SWF "win more" perk. Solos, they don't know what they're doing. You're not getting Adrenaline consistently, let alone 4 gens. But with SWF and their gen efficiency, basically getting a guaranteed health state and sprint burst is pretty strong. You're not beating them if more than 1 survivor gets it off. It's unfortunate we've got to make these distinctions, but people keep bashing killer instead of looking into matchmaking.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    That's always been my complaint, but now I'm not so sure. They could propose it not working if you're already exhausted, because right now you can Sprint Burst, DH, or whatever, be exhausted, last gen done, and then get the heal/sprint burst anyway even though it's an exhaustion perk itself and you're exhausted.

  • WolfePhD
    WolfePhD Member Posts: 397

    The perk functions as intended as I feel adrenaline when I meet the conditions on the perk. I think people tend to assume success in Dead by Daylight, when most of my games end before 3 generators in solo queue. It can be hard to justify a perk slot for it, so it makes sense that it has an effect that might come into play later on.

  • Langweilig
    Langweilig Member Posts: 3,143
    edited March 2025

    Adrenaline is not worth running since the nerf. It is literally unplayable in soloq. Why would anyone play a perk you might at best get 2 uses out of 10 matches? More often than not it also gives you a disadvantage by making you exhausted while you aren’t injured or in chase!

  • AshFayd
    AshFayd Member Posts: 39

    I rarely see anyone run it anymore