Adrenaline needs a nerf
The amount of times I got screwed by that perk is insane. I see an average of 2-3 Adrenalines per match.
The potential it has to grant you an easy escape is insane. I know that for a fact because I use the perk regularly myself. It may only activate once but it does so much in an instant. It does not only heal you instantly but also gives you a 5s SB on top, while it ignores any Exhaustion you have. Insta heals without any drawback are so 2016 and need to go.
This is my idea to change the perk:
Adrenaline activates once all gens are done or the killer closes the hatch.
If you are not exhausted the perk activates.
- If you are injured, Adrenaline will heal you over 24s once the exit gates are powered. (No SB in addition)
- If you are healthy, sprint for 5s at 150%.
- If you are in the dying state heal instantly one health state and sprint for 5s at 150% speed. Causes the Broken Status for 60s.
- If you are hooked during the activation, you will be healed after 24s once you get unhooked.
- If affected by Deep Wound, Adrenaline removes the status instantly.
Causes Exhaustion for 40s.
Maybe this is a bit much, but the fact that it instantly heals you and can remove your end game pressure in one blink is insane. Also insane is that it is usable with other Exhaustion perks together and can trigger regardless.
I would like to hear what you think.
Comments
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Here we go again. Moving goalpost again. It's best survivor perk now, because everything else got nerfed. So perfectly OK perk is now absolutely insane and should have been hard nerfed yesteryear...
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I would agree that adrenaline is becoming a problem when it's being run on almost every survivor, although I feel like the reason that's the case is because generators are just being completed insanely fast.
for example: https://www.youtube.com/watch?v=JRNTXdZeBhY
This match didn't even have a full stack of genrushers and the exit gates still opened in under 5 minutes.
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Adren has a strong effect, sure. - But in which world have survivors who managed to get all gens powered while effectively running only three perks not earned a strong effect? To be of use the instant heal and sprint have to go in tandem. Otherwise the perk has lost most of its utility/value.
Then again, if you want to remove Adren from the meta and make it go away entirely, then yes, those are good suggestions. Question: Do we actually want that? (cause I guarantee you; it won't make survivor builds more diverse.)
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The biggest problem with Adrenaline is that it punishes you for spreading hooks/hits. If you refused to tunnel and everyone's injured when the exit gates are powered, you just screwed yourself because of Adrenaline. The optimal play against Adrenaline is always to get at least one Survivor out of the game as fast as possible, or at the bare minimum, to run enough slowdown that the Survivors will rarely manage to finish the gens.
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How many matches has NOED ruined the match because the whole outcome was reversed only because the killer is rewarded for his failure
It's like saying (everything you've done, all the effort you've made, all the sacrifices you've made will be thrown into the nearest trash can)
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Don’t let them complete the last gen and you won’t see adrenaline.
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This works wonderfully.
Adrenaline is balanced out by the survs not having a perk unless & until all gens are done.
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Exactly.
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In a game where the developers are shooting for a ~55% kill rate, this simply isn't realistic. The only time Adrenaline won't come into play is in a match that the Survivors probably weren't going to win anyway.
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I like the idea of a heal or a sb rather than getting both instantly. I think if it was you get a heal after 20s or 16s if you are injured and get a sb for 5 seconds if you are healthy is a cool one or the other type effect and it means that a killer in a chase with someone injured does not get hit nearly as badly. I usually do not like the ideas people come up with for nerfs or buffs etc but I think this one is a good one I just think 24s is a lil too long.
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Just depends on the player. My games on average are over at 2 gens. My kill rate is well above 55-60%.
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Adrenaline is probably one of the best designed perks in the game. It’s effective without being OP. Survivors have to complete their objectives to get use out of the perk and even then timing is everything. If you’re not injured, if you’re not near the killer or a good loop then you don’t get much value out of it. You can be on hook but if no one pulls you off then it did you no good. I can’t tell you how many games I’ve seen where an injured survivor is in chase when adrenaline activates only for the killer to hit them 2 seconds later and Noed is in effect. Why is it that I keep seeing so many people act like killers are always entitled to kills? Ex: you can’t use adrenaline because it’s an unfair advantage even though you got all 5 gens done without managing to be sacrificed but I can use noed to get an advantage even though you got all 5 gens done without managing to be sacrificed.
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When a perk has that high of a pick rate, it's unbalanced. I'd be okay with it being nerfed a bit or reworked. I think it should not activate if you're healthy, not wake you up from the dream world, and take 10 seconds to heal you.
Same with windows, reduce the range to 24 meters. It's so easy to chain vaults with it at 32 meters.
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Then you are an outlier. Might I suggest getting into comp play? The same issue would most likely rear its head if you consistently play against Survivors of your skill level.
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Adrenaline is a one use only perk and you need to survive until endgame with just 3 perks to get value out of it.
Literally just adding the "if you're not exhausted" condition would render if absolutely useless outside of builds without exhaustion perks (which are basically nonexistent), and even without it all your other ideas are basically worse versions of already existing perks / items, or simply not worth it because, again, it's a one use only perk that only activates once you've completed your objective, so of course its effect needs to be strong.
It's not because a perk is popular that we need to kill it (mostly when it's been in this state for so long but no one complained about it until recently)
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That's just so silly. There's like 20 perks worth bringing in this whole game and your solution is to nerf everything to the ground (because of course when you nerf the best perk people will use the second best and so on) until everything is so bad it doesn't matter what you bring rather than idk buff useless perks and make good ones instead ?
Adrenaline has always been fine and people just started complaining because they basically don't like survivor having perks and WoO is literally just an aura reading perk.
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I went for 24s because that is the standard self heal duration.
This is exactly what I mean. If you don't play tryhard, you'll get punished for it.
No ######### Sherlock. Do all the totems and you won't see NOED.
The "not exhausted" was a bit over the top true.
My main problem is that the whole team can be injured (something beneficial for the killer), but still greed the last gen without fear because they will be instantly healed.
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If every survivor is injured then you should have an easier time keeping them all from hopping on a gen together. Even then how often do you get a game where you manage to have every survivor injured with 4 gens done and every one of them has adrenaline? If that does happen they still have to get the exit gates open so go get ‘em. Take Noed with you it’ll make it easier.
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Not if I use a low mobility M1 killer because they somehow broke my main.... And with my luck there will be someone on NOED the second it spawns or something.
And even when I play survivor, this happens so many times it is insane.
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you can put pressure on survivors with any killer. All I see from people anymore are complaints that they aren’t doing very well so we need to nerf the other side. It’s old. There are certain things in this game that do need to be fixed… adrenaline is not one of them. Try choosing a build that will allow you to get a kill before the last gen is completed. If you’re that worried about endgame run Noed with a combination of these - Pentimento, Devour Hope, Undying, and Thrill of the Hunt. If survivors are spending more time trying to cleanse totems that gives you more time to patrol gens and chase. Undying will allow you to see their auras when trying to cleanse and will protect another hex. Pentimento will allow you to restore your hexes and give you additional effects to slow survivors down. Devour Hope is just nasty if used in combination of any of those if you can get enough hooks in. Don’t waste time trying to nerf a perfectly fine perk - build a counter plan for it.
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I used to play a lot of comp.
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Not to play "Killer main VS Survivor main" But deadhard rewards you for failing and that was apparently fine for so long...
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All I'm saying is that if survivors feel they need these two perks at that high of a rate, there's no way this game is balanced.
Yes, I agree that buffing useless perks would be a better idea than nerfing others. But they don't seem interested in doing that.
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Does it though? Killers are going to catch up to you eventually… they’re designed for just that. Dead Hard also required skill to use.
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dead hard for distance required 0 skill, and saying otherwise is just delusional.
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Just because a lot of people are using something doesn’t mean that it’s overpowered; it means it’s good which is a good thing. I see Noed at least every other game. If so many people are using it it’s a problematic perk?
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I guess I was referring more to its rework before it got nerfed to hell. Although you could use the distance strategically which required the right timing and skill so…
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I am genuinely so confused as to how you came to the conclusion that people using Adrenaline & WoO a lot means 'there's no way the game is balanced', like this really does not make any sense to me.
If anything the fact that an aura reading perk and a perk that you're not guaranteed any value from have such high pick rates should just tell you that survivors don't have much viable choices to pick from.
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This topic again.
Just admit that you don't want survivors to have any chance
Funny how Adrenaline and WoO was fine for many years and now suddenly is a problem. Right, they just killed dead hard and now killers want to kill the second best perk until all perks are just bad
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You are suggesting a build which will get destroyed 1min into the match leaving me with nothing.
And I can build up all the pressure I want when 3 gens Pop after I found someone and ended the chase. And yes Lethal or corrupt exist but these won't help me much if survivors smash out gens with prove and use MFT to get long chases...
I could camp and tunnel but I hate this playstyle. And I hope it will be gone someday.
I am a Survivor Main. I just pointed out a potential problem. WOO is fine, it just shows how dumb the pallet spawns are.
They said the same about Noed and it got nerfed.
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Honestly, these would be good changes. but i just never liked the thing when you unhooked you still got it... thats should gone really.
otherwise these changes great
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NOED and adrenaline are very different in the fact that Adrenaline rewards survivors for completing their objectives whereas NOED rewards killers for uh well, losing.
Adrenaline is a risk & reward perk (risk a useless perk slot to get a reward if you complete your objective) while NOED is a second chance perk that offers the killer a chance to make a comeback.
These two things are simply not comparable, NOED is stupid because it was (and still is tbh) a strong perk that activates upon your opponents basically beating you. If adrenaline activated after the killer gets a certain number of kills / hooks it would also be stupid, just like NOED would be fine if it was a perk that rewards you (basically Devour Hope, which no one has a problem with).
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Noed doesn't instantly kill every survivor, adrenaline may as well be an automatic free escape.
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thank you.
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The default is still 16 seconds its just medkits now apply a 33% speed and efficiency debuff. I just thought it should be a lil faster since its a 1 time trigger effect which is not guaranteed to go off since you have to be injured in the first place.
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If I remember correctly self heal is always 24s, because those who still waste time with self care waste even more now. Before they wasted about 60s with sloppy, now it's over 80s.
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Interesting. I have seen MANY games where 4 adrenalines ended up in 4K. I have even heart opinions the perk is overrated and hope does the same thing much better. Especially NOED counters adren very well, because it renders being healthy useless and the extra speed will make hunting person that just got away from adren a lot easier.
Also adren is far from guaranteed ANY value. Not counting the options already mentioned - you can have and be injured in chase. If killer downs you and then the last gen pops, you are screwed because the drop animation will not let you recover in time and get away = killer will get you. If you are being carried while the last gen pops - killer can just drop you and hit you rendering your value nonexistent.
The perk has so many ifs, that it tells volumes of how bad survivor perks have become for adren to be used so much.
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Adrenaline is perfectly fine imo. The only thing I'd change about it is the fact that it currently wakes up survivors affected by Freddy's Dream State. I understand the lore accurate part of it, but perks and items affecting only a specific killer are not that fair and most of those interactions have been removed recently (ex. Wraith flashlight burns). Plus it's not like Freddy is a strong killer that needs this weakening interaction lol, especially since at that point of the game he lost his teleport.
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Tbh they should have given the wake up part to the perk with the same name ages ago.
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Absolutely, it just makes sense that Quentin's "Wake Up" perk wakes you up from his killer's power instead of, you know, a Meg perk... (i understand it's because in the movie it's adrenaline that helps them waking up, and it's a cool easter egg, but i feel like they could either remove it or transfer it to Wake Up for better gameplay balacing reasons)
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This exactly. If it wasn't at least Freddy, but some stronger killer (blight, nurse, spirit) I would say that's OK. But why poor Freddy? This is actually the only nerf to adrenaline I would 100% support
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Perfectly ok in YOUR opinion mind you, you can't just say this to every reasonable and explained nerf request. Imagine c33 gets nerfed and wanting alch ring or adren vial nerfed is now "moving the goalpost" and therefore supposedly a bad thing to want even tho its not
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I wouldn't mind a adren nerf in like 1 year. I don't think the perk is a problem to the point where it needs a nerf at this moment. Yea maybe it is a bit too strong but I don't find that I'm sick of seeing the perk, and it does have a tradeoff and is predictable on when it will show.
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The difference is, that people are calling C33, MDR, alch ring, tombstone piece, .... OP for a very long time. Same as BNP's. But Adrenaline was perfectly OK and NOBODY complained about it in times where stronger options were in game. THAT is the reason why it's moving goalpost. Imagine survivors will now start to complain jolt is too much and it definitely needs nerfs - as it's too strong and all the killers know it and use it... You would also say moving goalpost from CoB, OC and eruption. And that's exactly it...
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Fair point about my comparison - but still, I don't think it's reasonable to say these things weren't complained about before so they can't be complained about now. Especially when some people were complaining about them before, maybe just not a majority simply because there were indeed more problematic things, and that's what gets focused on. Like as an example, I've found lithe to be incredibly annoying as killer for a VERY long time now, definitely during DHs second coming even
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There's always someone who will complain. I saw complains for blast mine or for diversion out of all things. But a single complained is absolutely incomparable to the situation with adrenaline - where virtually nobody complained and now you see thread about it at minimum 1 per weak (and quite some more).
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That is because self care got nerfed, I checked the wiki and ur welcome to check as well but im pretty sure its still 16 seconds.
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It doesn't really matter if generators are actually defendable, which isn't the case in today's dbd.
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Perks with high pick rates aren't necessarily unbalanced? Windows doesn't make you better at looping nor does it give you the ability to chain vaults effectively, it just lets you see that they exist - it takes game knowledge to know your limits and chain vaults accordingly. It's a perk that's used because it helps new players last longer in chase, lets SoloQ survivors see what pallets have been dropped and avoid dead zones, and generally takes a lot of the guesswork out of looping. To say that it needs a nerf because it's easy to chain vaults with it is simply untrue for a majority of players.
The inherent balance and tradeoff of Adrenaline is spending all but 10 seconds of the match at 3 perks. Adrenaline does nothing before 0 gens, and after the speed boost/unhook has ended it does nothing once again.
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Why
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