http://dbd.game/killswitch
Why do people hate adrenaline?
I think it's a fair second chance perk, it rewards the survivors for doing their objective, and punishes a killer for overcommitting to a chase when a generator is nearly done. Why do people hate a perk that rewards the survivors for doing well? Same can apply to BBQ and pop on the killer side, they reward the killer for doing their objective and are balanced perks overall.
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I don't know either, it's always baffled my mind.
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I don't hate it but there's not a lot more deflating then finally downing a survivor you've been chasing only for them to pop up while you are walking over to pick them up.
Now granted, this doesn't happen very often because the timing has to be pretty precise for you to get that unlucky but it's soul crushing when it happens.
I know other people seem to really hate it so I can't really answer for them. I don't know if it's for the reason above and they just resent it more than I do or if there are other reasons besides that.
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Man, people will find a way to complain about anything that can work against them.
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Same reason people complain about stridor and spirit. "No CoUnTeR pLaY"
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I don't know. I normally don't run adrenaline because I'm usually still alive (mostly on death hook phase when that happens) so my immersive level goes up x2. It usually pops when I'm on my 1st or 2nd hook at best.
But when I play killer I do find myself in a new chase with another Survivor and when I hit them that's already one health state down, they get their hit speed boost and I do my blood wipe boom chase continues, and when I'm about to get the dying state hit on the person I'm chasing, out of nowhere I see that they start dashing out of and fully healed. It's like they have dead hard, but it came in at the perfect time to save them (mostly for me in some of those cases). After that I just leave the chase and end it there. Their could be cases where BBQ could tip the scales in the killers favor same with Pop, but those two perks depend on two people: The Survivor and The Killer. If the killer ends a chase with someone looping them they lose a potential BBQ stack and a potential 60 second Pop usage. These two roles are ying and yang for each other. One can't progress without the other. Maybe besides Survivors doing gens that's something they don't need the killer to progress for.
I've lost some hooks when someone's adrenaline popped and I lost some matches but it's not too often. Normally it ends up with said adrenaline user escaping or doing a little t-bagging before they do, but it doesn't bother me too much because most of the time they heal before their adrenaline pops.
TL;DR:
My guess is that when the scales seem to tip toward you when playing killer then it just violently tips to the Survivor's side when adrenaline pops you may end up losing the game depending on their next move.
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don’t let the survivor gets all the gens done, simple solution. Killers like to say “do bones” to avoid noed. Well, stop gen progress.
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I don’t dislike the perk but I rather not use it, they’re one time only perks like Unbreakable, DS, Adrenaline etc. I like Perks that consistently help me through a trial e.g. We’ll Make It, Kindred, Bond, Better Together, Borrow Time, Dead Hard, Spine Chill etc.
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Because it screws and punishes killers who don't take NOED?
Adrenaline is mostly used by SWF. You get multiple instaheals, and you've got 20 seconds to catch up to a survivor, hit them, catch up again, hit them, before their friend who has been waiting next to the exit gate opens it.
If you don't have NOED or instadowns you're screwed. It takes about 20 seconds to catch up to one or to make it over to an exit gate.
On top of that there are situations where it absolutely screws you. I remember one game where I had 1 survivor on hook, 1 survivor slugged in front of the hook (meat plant so no hooks nearby), and I'm looking for the last survivor but had problems finding him due to sound bugs. Find him on a gen he pops it in front of my face, he gets instahealed and runs away at light speed, one on the ground gets up and unhooks the other survivor who was then instahealed to full health.
3 survivors running adrenaline turned a 4k into a 2k. That's pretty damn powerful is it not?
Basically it's often just a slap in the face to the killer. It's salt in the wound. It bones you at the worst possible time.
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I dont feel like adrenaline is really used that much any more.
At least i dont see it maybe one per game but not like ds or dh which you see every game.
Me personally id rather have a perk that helps me all game sense i already use ds which is a one time perk.
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Adrenaline and Deliverance are the few balanced 2nd chance perks.
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And borrowed time. I agree with you on deliverance, since it also rewards the survivors for doing well and saving.
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I am very triggered by the fact that you said Pop is one of the perks that "are balanced perks overall".
How the **** is a perk that basically adds more gens to the game because the developers can't figure out how to give survivors more ways to help themselves* survive beside doing gens an overall balanced perk??? I would link you to Pop threads, but the search function is critically not functional (same goes for finding past comments), so I'm left here just fuming in this post unable to find the backup that exists just out of my reach.
*(can't find the post about giving pallets an un-tethering interaction either. In summary: chase resources can't be used without a little prep time from the survivors. It also prevents survivors from wasting valuable pallets (eg. shack pallet) if the survivor hadn't set them up beforehand.)
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20 seconds of extra gen time with one survivor working on a gen isn't an extra gen. It rewards the killer with gen regression for hooking someone, and we all know how imbalanced gen speeds and map sizes are in dbd. Pop is a fair and balanced perk, that killers use to patch the gen times in dbd, because kicking gens in dbd is inefficient without pop.
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Adrenaline just seems unbalanced because of the other issues in the game when it's stacked together, but it isn't actually one of the problems itself.
Honestly Adrenaline is one of the more balanced meta perks honestly. It only rewards you if you play well and it puts you down a perk slot all game. Seems like good design to me.
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Tbh same question can be asked about Noed
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No, because adrenaline rewards survivors for doing well, and noed rewards killers for doing bad.
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So me getting a 3k 5 gens up and I close the hatch and use Noed to stop the adrenaline survivor with a key from opening it is me playing bad?
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No hate for it, it's just a giant demotivator to continue trying to kill.
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That's fine, but survivors getting all 5 gens done and coming back with noed is being rewarded for playing bad.
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Yeah and getting adrenaline at 5 gens and hatch gets closed is also being awarded for playing bad
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Seeing four people get a health boost when you don't bring NOED can be soul crushing. Not only that, but it overrides other exhaustion perks, so if you are chasing an injured person and Adrenaline kicks in, you wasted a chase. It makes the possibility of a late game comeback almost 0. And it is a common perk to see.
It covers up mistakes, just like DS, Unbreakable, and the variety of other second chance perks.
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It's an unfair winmore second chance free heal that rewards survivors for playing poorly (not healing) and by extension drastically increases gen speeds.
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Very win more, clutch perk. It can be annoying, especially if stacked.
I was last surv and had 3 on hooks. My adrenaline popped when I finished a gen that was a quarter til done and then I ran over and saved them.
It probably felt bad for the slinger, I became his only kill.
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People hate it because its basically a way to troll the killer and make them just put down the controller (lot of perks that do that) but ultimately the most use I get out of it is if im slugged (situational) or more commonly to ignore healing while we pop the last gen or 2. In those situations I think its only a toxic perk when everyone runs it. GOOD THING THAT NEVER HAPPENS
In the grand scheme of things tho I don't think theres a problem with the perk at all (its a reverse NOED in a way) its just the survivor power balance with killer in general
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20 seconds x 2 hooks maximum for a survivor without dying x 4 survivors = 160 additional seconds, or 2 more generators. That's without killing people. It's at least another half of a generator if two survivors die. That's not including gen regression because survivors don't want to let the killer Pop the same generator twice or just generator regression in general. Those seconds could very well mean the difference between all survivors dying and 3 or more getting out of the match alive.
It's the more hooks a killer gets, the more gens the killer gets and the less likely the killer will every be challenged by a group of survivors that doesn't tryhard on gens and only plays to enjoy the atmosphere. How does that kind of reward in this kind of ranking system make sense? If the community wants survivors to stop "genrushing", then perks like Pop need to not be a thing. How in the world are the devs supposed to balance their game by adding extra time to some survivor action when Pop exists?
Additionally, you speak like Overcharge isn't a perk you can use to trip up survivors who aren't paying attention, punishing survivors in a different way than Pop does. You also speak like Surveillance isn't a perk or that just in general a generator that has suddenly stopped regressing means a survivor is nearby.
Yes, it's true that kicking generators is not a reliable way for you to stop the progress of a survivor who is looping around a generator, but that's not what the mechanic is for, I should point out. It's to prevent survivors from bringing all gens to 99% before finishing the last one. It's to give killers some way of avoiding the frustrating scenario of running around, trying to find a survivor, when all the gens can be popped at one touch. Gen regression has grown to do a lot more than that, and I'm not sure that's such a good thing, especially since it moved from just forcing the game to move forward to actually impacting balance over the course of the match. There are good points about that, but I'm not sure the bad points are less influential.
Regardless, it's not solely a question of map sizes and gen speeds (sounds like you are regurgitating a number of streamers rn); it's a question of what survivors have to do in the match other than gens to ensure their survival.
If you think of the generator mechanic in its most simplest form, it is an advanced timer. It serves as the time the killer has to kill all survivors until they escape. A killer can elongate this timer by intimidating survivors into hiding, by forcing all survivors to abandon their objective to be altruistic, or through applying many injuries that either incapacitate survivors or require healing to reduce danger levels. All the interesting parts of the game revolve outside of the generator: chases, planning tactics on how to save other survivors, evading the killer, etc.
Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong. Getting hooks is something that just happens over the course of the game. When hooks don't happen, the survivors are stomping the killer, and in that case, extra time IS needed, but Pop doesn't do that. Pop only adds time to games where the killer already has the upper hand and doesn't need Pop to win. If survivors shorten the timer by being efficient (i.e. having chases where gens aren't, splitting up on separate generators, forcing hooks to happen where generators are already finished, etc.), again, Pop doesn't come into play. Pop only comes into play when a survivor isn't "genrushing" or try-harding, and so Pop inherently punishes survivors who are already being punished. It's the ultimate salt in the wounds for survivors facing any decent killer that knows how to pressure the map. You don't NEED Pop if you're doing well (and you shouldn't be pushing close matches over the edge into your favor just by bringing in one perk; that's stupid), and you CAN'T use Pop when you NEED its effects.
Old Ruin was a better designed perk than Pop if only because it made sure survivors were at the peak of their game but NOT directly related to pumping out generators; only on hitting skill checks. Yes, that affected gen speed, but in a different (and healthier) way than Pop does. The only issue with Ruin was the condition for the hex to be applied (which could have been solved through place-able totems or a percentage-based token system that gained tokens the more gens were done). It did not need a rework, and the developers didn't even solve the issue of a lack of optional survivor actions (because survivors can survive in some cases without using any pallets*). All that they did was move the brunt of dealing with the issue from one perk to the next.
The reason that this is in spoilers is to prevent it from coloring my post, but I want you to know that this is coming from a Rank 1 killer with over 2,000 hours in the game who didn't like using Hex: Ruin even though this killer started out as a Hag main and still doesn't like using any slowdown (or instadown**) perks that require no effort on my part. That means no: 1. Pop 2. Thanatophobia 3. Ruin 4. Corrupt Intervention 5. Thrilling Temors 6. NOED 7. Sloppy Butcher. I camp, slug, and patrol whenever necessary, and I will greed every single last survivor to their deaths. The perks that bug me when used by survivors (because I don't use "slowdown" perks) are Deliverance, Soul Guard, and Borrowed Time (because BT shouldn't use the Deep Wounds mechanic, and it's too often used for extremely aggressive plays instead of defensive ones). I used to use Knockout primarily on Huntress due to how her hatchets could put dying survivors into the injured state nowhere near me (survivors had less info to go off of where a dying survivor was) until the devs made Knockout unappealing and worthless imo (they shouldn't have touched Knockout). I also think additional hook offerings are underrated, usually get 2+ kills per game, and loved playing survivor until the more recent patches (which just make immersed fun NOT fun, and that's mainly due to slowdown perks and unusual killer hit detection along with sound design and survivors farming me off of hooks even in red ranks). So, please understand that I have significant experience in the world where Pop does not exist, and it feels pretty balanced to me when a killer uses every last thing at his/her disposal (this is an issue for another post because this one's too long already).
Didn't want to write this (but I did :/) because the posts already exist; I just can't access them.
P.S. if you think an additional two generators makes the game balanced, then you should not be advocating for Pop to stay as it is and instead be advocating for two more generators. Don't you want perk diversity??
*see: [insert pallet post about untethering before use because search function is broken]
** Devour Hope is an exception because it's too good to pass up. It's seen above 7% usage in all of my games this summer.
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short reply: perks shouldn't be patching core gameplay mechanics. It's a problem when they are.
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I had a dream last night they reworked Adrenaline more or less as follows:
For each safe unhook or protection hit, gain a token (up to 3). Press the activate ability button while not moving to use one charge. Each charge heals half a health state over 3 seconds.
This would not allow survivors to pick themselves up but would let them recover very quickly while downed. It would also be able to take you from the injured state back to healthy with the use of 2 charges. Because you have to be standing still to use it, and it takes 3 seconds, you couldn't really pop it during a chase like styptic or anti-hemorrhagic. It also rewards objectives without being a free ticket out the gates at the end of the match.
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Exactly, when the trial warmup or a secondary objective is added, then we can nerf pop.
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and I'm arguing that it should be done at the same time or after Pop is changed, mainly because killers could manage for around two months with no "big" slowdown perk (but I'm more of an advocate for same time changes).
You just seemed to think that objectively, without any qualifiers, that Pop was well designed, and I felt that that was incorrect and was leading people less informed about the game astray. I was here to provide the counterargument to your view.
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