Adrenaline Needs Balancing
Ask any killer, Adrenaline is an annoying, if not infuriating perk to have to deal with in game...especially when all 4 people in a 4-man SWF are running it. However, what makes it truly broken is that it "banks" when a player is hooked before or after the gates are powered. Frankly, this is way over powered and the only counter play for a killer is to literally face camp to prevent the rescue...which punishes the killer (no wonder people think the game is survivor sided), combine this with BT and you have a guaranteed free escape with zero counter play. This perk provides hooked players with the equivalent of a participation award that is as good as any other prize for getting out.
There is only one change that is necessary to fix adrenaline: deactivate it for hooked players or players who were hooked prior to the gates being powered. It's really a simple fix, don't let players who are rescued benefit from adrenaline, the perk should be a "last chance" perk not a "get out of hook free and t-bag at the gates like you earned it" perk.
Comments
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Back in the time Adrenaline didn't work on hook and killer's grasp and they decided to buff it for no reason
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I mean, if they repaired all the gens with only 3 perks, why don't they deserve it?
Is it frustrating? Sure. But for the most part, if all the gens are done and nobody is dead yet, you weren't going to win anyway...
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Should you be rewarded for getting yourself hooked before or even shortly after the gens are done? should players be rewarded for other players doing the gens for them? Do survivors really need another crutch perk on top of all of the other crutch perks they have available to make multiple crutch-meta builds (note the plural that killers lack). do survivors need a full health state in addition to their borrowed time, DS, SG, etc. etc. etc. when fresh off the hook?
the perk allows you to get up when you are downed (second chance) and heals you if you are injured (second chance) AND significantly increases your speed (get's you out of chase all together). on it's own it's a get out of jail free card that is heavily rewarding for playing with only 3 broken and over powered perks instead of 4, it doesn't need to be a free pity-escape as well. As a killer main I'm just patiently waiting for the devs to release a perk called "red carpet" :when 5/4/3 gens are completed the doors automatically open and a red carpet rolls out to guide you to the exit. survivors cannot be hurt while walking the red carpet. seriously this is the direction the game is heading in. worse, the devs have already admitted that the killer perks are intended to direct the survivors to play a certain way, not to primarily benefit the killer but rather to benefit the survivor. It's only a matter of time before killer perks look more like intentional debuffs.
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Most killers who have been playing for a few years would say it's easier to play killer now than at any other point in this game's life. I don't think the premise of your comment really meshes with the reality of the direction that the game is headed.
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Adrenaline is perfectly balanced:
- As aforementioned, the survivor is essentially operating on three perks until all the generators are powered
- It only activates once after the survivors have completed five generators, their primary objective
- It causes exhaustion
Not to mention all the times it doesn't even help the survivor using it (i.e., healthy and outside of chase at fifth gen pop). Now they are exhausted for basically no reason at all.
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Personally, I think all the other late game perks should be buffed. Wake Up, Sole Survivor, Left Behind, No one Left Behind, they're all bad perks (Except No One Left Behind which is just a victim to the 99'ing meta). If they get buffed, maybe we'll see less survivors running Adrenaline due to them having more choices for the end game.
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I think Adren is just as bad as NOED.
However, I also think NOED is balanced and not remotely overpowered.
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NOED is one of the worst perks in the game, and, on top of that, it can be disabled before it even comes into play.
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I think it's the second best Hex.
It usually works but if survivors are smart it becomes useless
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goodluck on this one. the devs only nerf things that have lose lose situations for survivors. the PH nerf and Thanatophobia nerfs were justified in those words. lose lose situations dont exist for killers and as such cant be balanced :)
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anyone have the same retort for this as “just do bones”? just kill faster, maybe? you do have undying tinkerer ruin and corrupt or pop if you really need it to help you get those lengthy games I know some killers need.
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having a 4% increased reduction is a nerf for thana? And pyramid obviously never got a shorter attack cooldown? Like that doesn't exist? Right.
And no ofc the dev r totally survivor biased it's not like undying and blight were just added to the game, that yamaoka has been nerfed into the ground loops wise and that badham infinite has gone.
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I don't have a big problem with Adrenline because it means the survivors are down a perk throughout the whole match really - which is the same as I think of NOED.
The only change I would make, because it's the thing that doesn't make sense to me - if you're being carried to the hook and Adrenaline pops, then unless you wiggle/are dropped, once you're hooked you lose the healing aspect of the perk, so when you get unhooked you'd still be injured - the speed boost I have no issue with then. That would mean survivors would need to be more careful when they pop that last gen as well.
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Adrenaline is nothing like NOED. First of all, NOED can be prevented all together. Second, NOED doesn't guarantee sacrifices the way that Adrenaline guarantees escapes. NOED stops work when destroyed however Adrenaline still works even after being hooked. Imagine a game where NOED was a permanent affect just for the hex lighting up...survivors everywhere would be outraged and crying to the devs, however free escapes are just fine because survivors should be rewarded for being caught by the killer. NOED does not put survivors on the hooks automatically, nor does it auto-sacrifice them, however Adrenaline offers the same health state and speed boost to a survivor fresh off the hook, so long as it didn't give it to them prior; meaning it rewards players for being hooked rather than being a last chance perk, much in the way NOED is.
This is along the lines of what I'm saying, except I still feel the speed boost should be lost if you get to the hook. Once hooked the perk should be disabled. Killers should be rewarded for that hook right as the gates are powered. Instead we have another survivor participation-award perk that rewards them for getting caught and hooked (moreso it rewards them for having a good team, not for their own merits).
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Truth be told, I like neither NOED nor Adrenaline because both can provide a very sudden momentum shift just for reaching a certain point in the game that can very easily tip the game away from the other side. I wouldn't mind both of them getting re-worked.
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Noed and adrenaline are comparable imo.
Endgame perks that can massively turn the tide of a game or just completely flop on the floor, they also just are not fun to go against.
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Yeah, I agree. For something that only happens at only one point in the game, it needs to be broken good. That's why Wake Up and Sole Survivor are so terrible. They don't make too much of a difference at that one point in the game.
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The problem though is it's 4 survivors with broken end game perks that cannot be stopped versus one killer with end games perks that are not only not over broken good but can also be prevented to begin with. This also in combination with the already heavily broken good perks commonly used by survivors all game long. The issue of adrenalin wouldn't be so bad if 1) the effect did not kick in fresh off a hook; and 2) if killers weren't already having to deal with DS, BT, BT in a bottle, HD, etc., etc., etc., etc., etc. If the survivors didn't already have a crutch factory's worth of crutch perks adrenaline as is wouldn't be as over powered as it is. The perk by itself may be fine but one must look at all the other perks that typically go along with it.
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When compared to NOED, assuming all survivors are running adrenaline, that's still 12 in game and over powered survivor perks against the killer's mediocre 3, and if two of those perks are ruin and undying well you can just kiss NOED goodbye. Also are you honestly going to tell me that getting from generator to door from across the map at ludicrous speed is "useless"?
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I mean.. its a perk that doesn't work until the end-game.. leaving you without a perk for the majority of a game where you might not even get to the end-game to begin with.
Plus, it's impact is only seen in chase as it activates TBH
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Considering all it takes is 3 perks for a survivor to have a top teir meta build that argument just fails on it's face. You act as though survivors are completely helpless until the end game where they need such a broken perk. and yes, the impact is only seen in chase because the ones you aren't chasing have already zoomed across the map before you could see them. the issue isn't the perk itself, the issue is that survivors gain it's benefit after being unhooked, that is what makes it unfair. There are no perks that automatically hook a survivor when one escapes, so why should survivors get a free escape for being the one pulled off the hook? the issue is that the perk goes beyond crutch straight into a gimmie.
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Of all the meta perks, adren is really the last one I have an issue with. It basically encourages survivors to stay injured, which in turn gives me constant haunted grounds, basically.
It's nothing like noed and I've never understood the comparison outside of the fact that they're, in some aspects actually, late game perks. Noed does work even if it gets pre-cleansed, because it takes 87.5% gen time to cleanse 5 totems plus scouting, travel time, possible interruptions and other debuffs. It's like a 6th gen at the very bare minimum. And if one totem is missed, you get the slowdown effect early and mid game, plus the exposed and haste late game. Basically a double win.
Heck, it does work even if you don't have it, because it's not like DS, for example, where whenever there's an obsession you can reasonably assume there's the perk in play. Noed gives no cues and totems are always guaranteed to spawn.
Adren does nothing unless the survivors complete one of their primary objectives and, if they didn't stay injured, they just get a sprint boost that puts them into exhaustion on top of that. All of which, at that point, is an earned reward.
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I agree with the point that if survivors got the gens done then they deserver the end game perk. I'm talking specifically about the ones who were hooked before the last gen was completed; That's what makes the perk busted. I'm not talking about an injured survivor in chase, my complaint is specific to rewarding those who lost the chase.
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Can you guys disable the effect of having to be tied to Freddy’s power in the aspect of being woken up? If I recall correctly, the developers mentioned that they don’t want perks tied to killer powers and I know that it’s rare for that happen but it still falls in that category.
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