Three Ideas on How to Reasonably Nerf Adrenaline
WHERE WE ARE RIGHT NOW:
Let's be real here. End game is super brutal for killers in the current meta because of Adrenaline.
Adrenaline ×4 on a survivor team makes healing a complete waste of time if there are 1 or 2 generators left to repair.
If you don't kill a survivor before the last generator pops, you maybe get one kill unless you play Nurse/Billy/T3 Michael Myers, or you run NOED and pray that the survivors are super altruistic potatoes, which lets you chain M1 attacks together before someone destroys your NOED totem.
Plus, now that we have MoM, the end game is brutal for killer. If you don't have an instant down, you run a good risk of 100% safe unhooks from survivors because:
Borrowed Time + Man of Mettle w/ 3 stacks + Dead Hard = A competent survivor can unhook in front of the killer inside their terror radius without any risk whatsoever as long as the exit gate isn't on the opposite side of the map from where they unhooked.
WHERE I WANT US TO BE:
FLAVOR A
I propose two nerfs to Adrenaline:
1) Adrenaline stays an exhaustion perk, but Adrenaline no longer ignores exhaustion. If you are exhausted when last generator pops, you only get get speed buff. This way, you actually have to think about your build. It might make more sense if you're the bait-the-killer type to do long chases that drag out with dead hard/lithe/balanced landing to run Hope to give your teammates more time to open the gates.
2) If you are on hook when last generator pops, and a teammate unhooks you, you only get speed buff from Adrenaline.
FLAVOR B
Keep Adrenaline the same, but have it influenced by Killer's terror radius:
If you are outside the Killer's terror radius when Adrenaline activates, you only get speed burst. If you are inside Killer's terror radius when Adrenaline activates, you get heal and speed burst.
FLAVOR C
Keep Adrenaline the same. However, any heals it provides decay over time of 10 seconds. Think of it as old BT timer.
FINAL NOTE:
Just from a simplicity of design standpoint, Adrenaline is a mess. It feels like it's at least two separate perks glued together. Anyone else feel this way? Plus, I know it's canonical to the 2010 Nightmare on Elm Street remake, but having Adrenaline specifically negate Freddy's power is insult to injury.
Comments
-
I think Flavor B is probably the better and more reasonable idea on how to nerf adrenaline though.
What do you folks think?
Flavor A is probably too punishing because you might almooooost be recharged on Sprint Burst, or Dead Hard and someone does the last generator, thus denying you your heal. :/
0 -
I'm tempted to make Nerf 2) of Flavor A more survivor-sided as it's probably too punishing for survivors who are probably going to get facecamped.
We could make Nerf 2) of Flavor A, so that it works like Flavor B:
If you get unhooked in killer's terror radius, you get the heal and speed burst.
Outside the killer's terror radius, once unhooked, you only get the speed burst.
That might make it more fair in case killer wants to tunnel in the late game.
0