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Adrenaline - rework

Not sure if Adrenaline needs any changes or if it's healthy or not, I just had this idea for a while.

First change: Adrenaline no longer instantly heals You. Insta heals on Medkits were reworked, so we could do the same to Adrenaline and have it passively heal 1 Health State 16 seconds after activation.

Second change: Adrenaline no longer wakes You up. This part was introduced in pre-rework Freddy times when being asleep slowed all actions by 50% so it might have been necessary, but that's no longer a case. Having killer-specific effects on perks is bad design, in my opinion.

Comments

  • Cheers
    Cheers Member Posts: 3,426

    All I want is that it heals you if you're injured, and if you're not you get a speed boost.

  • DNM
    DNM Member Posts: 59

    I think adrenaline is in a fine place I don't see a reason to change it I do get some bait killers before it pops and then zoom off but that's just smart timing by the survivors imo.

  • Karaage
    Karaage Member Posts: 340

    @MythK

    I do agree that Adrenaline seems fine right now. They only change that I would really defend would be removing the wake up part; Adrenaline was buffed solely to counter old Freddy and it would be good time to revert the change now. We could even compromise and move this effect to another perk. We do have one that is actually called Wake Up!

    And after thinking about the delayed healing again, I thought it could be used as a counter to NOED. Think of this situation: You're injured in a chase, last gen pops, Killer has NOED now.

    What will Killer do?

    1) Hit an injured survivor and reveal NOED to all healthy survivors. You get hooked, teammates cleanse NOED, You get saved but by the time You are unhooked You've healed 1 health state and are free to escape.

    2) Hit an injured survivor and reveal NOED to all healthy survivors. Then proceeds to chase after another survivor and leaves you slugged. 16 seconds pass, You heal from Adrenaline and run away safely.

    3) Leave You and go look for a healthy survivor to use NOED most efficiently.

    In all these hypothetical situations, delayed healing actually rewards You.

  • DNM
    DNM Member Posts: 59

    I get what you're saying but it wouldn't make sense for it to pop or the timer to continue while on hook, I do get It'd be maybe a nice counter for NOED but then people will want it nerfed bc ppl would abuse the delayed healing, even more instead of baiting a killer they'd run a killer around jump over a pallet killer breaks it adrenaline pops, off they go into the sunset.

  • Yogerman1997
    Yogerman1997 Member Posts: 374
    edited June 2020

    the only change adrenaline need is activate only on dangerus situations: less than 10 metters from the killer.

    then the survivors who are not in danger "doing gens far away from the killer" don't get the free heal.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    OBJECTION!

    Having killer-specific effects on perk is excellent design. It allows for killers to have interactions with perks outside of just the perk affecting what any M1 killer can do i.e. variety. It's exactly why Spine Chill and Premonition should have a line of text that say "Does not work on The Shape in Tier One," and return that perk of Tier One to Myers. No other killer (Go away, Ghostface; you're 115%) has to stare at survivors close by in order to become what most all other killers have at base.

    It's also why sabotaging lockers when a Huntress is around should be possible. Lightweight should decrease trap trigger radius on Hag, Iron Will should prevent noises when walking over Pyramid Head's trails and when affected by Plague's disease, Nurse's should show survivors trying to Snap Out, and many more, most of which are debatable, but there are some to which I'm very attached.

  • LastShoe
    LastShoe Member Posts: 1,183

    Not when it completely nullifies their power. Perks should have soft counters (IN BOTH WAYS, right now survivors have more counters to killer than killer to survivors, which makes it really problematic in 4v1 game) and not the hard counters like it is right now with most of the interactions in perks.




    I will even say more about this topic.


    It should work like this:

    1. Perk can soft counter other perks, never hard counter.
    2. Power can soft counter a perk, hard counter for perks that are counter to something that isnt a perk.
    3. Perks can soft counter m1, exhaustion perks can hard counter m1.
    4. Perks must never hard counter killer power, only soft counter in specific circumstances, even exhaustion perks.
    5. Perks shouldn't be a thing that fills the power gap between voice comms and lack of it.
    6. Perks can have weak impact on actions and bigger impact on them in specific circumstances.
    7. Doing totems should never completely nullify perks impact on the game.


    1. Right now there are very weak killer to survivor perk counter, so weak in fact that they are in fact non existent, while survivors have hard counters to killers perk. Like monitor & abuse which is completely countered by the spinechill... in fact i would say that there are many examples of survivor perks hard countering killer's perks, while there is just 1 example of hard counter in the other way (NOED and adrenaline)
    2. The only example i can think of right now is how TriangleNoggin counters BT and DS perks, making them actually high risk high reward to run... if he was actually strong and not a niche killer.
    3. Right now you could tell that faster vaulting speed from spine chill and resilence is a hard counter to a m1... and its not an exhaustion perk.
    4. Right now Dead Hard is a hard counter to multiple killer powers, most noticeable is trapper, who can be completely ######### by this perk alone. Same goes for the nurse, TriangleNoggin, Deathslinger, Huntress, Demogorgon.
    5. All survivors aura reading perks, they fill up perk slots making swf able to field more of the stronger perks.
    6. The easiest examples are thana, botany, dying light, prove thyself. Thana is in alright power spot if you can injure quickly many survivors you get a 16% speed penatly on them. Botany gives just a massive speed buff to healing, so big in fact that it almost offsets caulrophobia, which works only when survivors are in your terror radius. Prove thyself gives 15% to each survivor just because they are close and it alone completely offsets both maximum thana and dying light (Which is terrible)... and this is a true bullshit.
    7. Which is in fact the case for all hex perks, the only exception is for noed, which gives impact in such a way, that it gives survivors a reason to cleanse the totems.



    As it stands for now... Perks makes survivors the actual power roles in the trial. Yes, killer can win the chase, but lets face it... killers were able to win the trials in times of infinites and super fast window vaults and it was not because they had the power to do so, it was because survivors were just terrible.

  • IamDwight
    IamDwight Member Posts: 236

    It's fine where it is now. Don't nerf an already balanced perk. If you lost because someone popped the last gen, that's your fault.

  • Mat_Sella
    Mat_Sella Member Posts: 3,557

    That is not a rework, that is a nerf.