Adreneline should be disabled if your hooked
So im fine with adreneline for the most part but the fact someone could be hooked, exit gates get powered they open the gates and they either get unhooked or unhook themseles and get fully healed and a sprint burtst is totally unfair. It should proc when the exit gates are powered, ONCE not stay until you get unhooked then proc, that is totally unfiar and can break the game very easily and literally makes hooks during the EGC have 0 pressure bc they can just full heal after being saved.
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Yea, i agree. Just give extra endurance window and speed if you were unhooked.
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'Adrenaline' off the hook + 'Hope' is the real buzzkill.
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Yea its broken, everybody will agree to that.
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I'm not sure why Off The Record disables in endgame but Adrenaline can effectively give you the same thing.
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Adren is one of those super power perks that is perfectly fine and fair as is. If Adren is a boogeyman, NWO or Terminus can easily counter its effects. Even then, you can play a stronger early or mid game with Lethal/Corrupt for early or more gen defense perks and lethality for mid game and win before the perk can even come into play. It often makes my Killer matches easier, because I don't run endgame perks. I play around winning before the final gen pops, and that essentially puts my full 4 perks against a diminished 3 perks.
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Ah yes. Adren has high pick rate, because everything else got nerfed. So it means it's op now. It doesn't matter that it wasn't touched or complained about FOR LONG YEARS. It just needs nerf now, because survivors are not allowed to have useful perks
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It's perfectly fine, the survivor played with only 3 perks for the whole match so the reward better be big if you get to end game.
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Adrenaline is a one time use perk. How about this then. No more noed and if you face camp at endgame the survivor gets to unhook themselves and escape.
The survivor running adrenaline has 3 perks for 90% of the game. If they run another exhaustion perk when they get unhooked that perk is also useless for endgame since they're exhausted from adrenaline. You're completely ignoring the negative sides of the perk use.
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That didn't stop NoED from getting nerfed. Which was needed tbf. Not because it was too strong, but for game health reasons.
Adren could be in the same boat. No it's not too strong imo. But if the community hates it enough and it has a high pickrate (which it does) it's possible it'll get nerfed.
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The pickrate though is down to
1 Hitboxes are broken af in windows so 90% of the time you still get hit triggering lithe.
2 Sprint burst gets used everytime you run and walking is not fun.
3 Dead hard is well DEAD.
4 You can't rely on teammates.
Smash hit and Head on are well you're lucky if you get to use them in a game. Killers get smart the first time you use either of them.
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1 - bugs existing hasn't stopped them from nerfing things still e.x. Xeno that literally just happened
3 - DH is still in top 10 most used perks. That's a far cry from dead.
2 and 4 I agree with, but I don't see what that has to do with adrenaline getting picked. SB is also still in the top 10.
The reasons why it's picked a lot doesn't change that it is. I already said its not OP, but that hasn't stopped them before so idk what you want me to tell you 🤷♂️
I'm just saying there's a precedent in place for it to be nerfed even though "you play 1 perk down" and it's not OP.
Post edited by MrPenguin on0 -
Agreed, other then that the perk is fine, but if DS and OTR are disabled during endgame then Adrenaline should at least not work if hooked and then unhooked, because Adrenaline is way better than both.
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You realise Once the gates are powered that's it. Adrenaline is gone right?
So a survivor running a perk should be punished for being hooked before the last gen was finished and prevents you camping for that 1 kill? But your Noed automatically activates with no interaction?
And btw if they have Deliverance it stops adrenaline working. You stay broken and then stay injured.
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Use noed if you're afraid of it I always counter adrealine users with and usually it gives me kill or two at endgame securing 2-4K.
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terminus or whatever Wesker's perk is called is a counter to it, so is forced penance in some cases (albeit more niche)
there is answers to it honestly. Base perks being strong is fine, I think it's healthy honestly especially for introducing newer players to the game.
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Yea, untill you play at decent mmr where survivors gen rush your bum while injured and reset their health states.
Howhever. i do agree with Terminus, but killers have to deal with a LOT of things, and we have only 4 slots.
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Terminus only counters the healing, if they are hooked close to exit gate but far enough to where you can hit them twice, adren movement speed is going to give them the free escape and your not going to be able to catch them...
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You didnt read anything I said did you?
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Again Im fine with the effect it gives, not saying nerf that at all.... are ppl not reading my post lol, what im saying is that it shouldnt work after you got hooked, say before all the gens pop I hook you, and your friends opened the gates and came and unhooked you, why should you then get the adren health state and boost, when you werent even up when gens poped bc you were hooked?
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Theres quite literally 0 downsides to that perk dude. Adren pops even if your suffering from exhaustion literally says it in the description of the perk....
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Exactly, finally someone that actually read my post, everyone thinks im saying adren needs to be nerfed and its op, Im fine with the effect, im just not fine with the fact it procs no matter what even if your hooked that is what im not fine with.
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The fact your comparing a hex perk to a regular perk is honestly giving me a headache, hex perks ARE MEANT TO BE STRONG, thats why they are locked to hexs dude.
Terminus only negates the health state, they still get the speed burst so its really not worth grabbing bc 99% you dont get to hit them its free escape, you do hit them basekit BT sends them to the gates.
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If they are hooked close enough to the gate the Adren speed isn't going to make a difference anyways. Adren gives 54m, SB gives 50m, MfT gives 45.2m, and basekit BT only gives 44m. If that 10m Adren mattered that much, the Killer must have really screwed up, and shouldn't be rewarded for their failure.
Plus I don't get people's obsession with killing the previously hooked person instead of the injured post-hook rescuer and then placing them on a hook even further from the gate, potentially drawing the Survivors to overcommit and give more free kills. Its like you can have the garbage store brand food for $20, or the primo deluxe name brand food on sale for $10-15, yet people swear they need the store brand stuff. It's nutty the level of mental gymnastics fools do to make things harder for themself.
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I read everything you said. And I have to repeat myself. ALL THE EFFECTS of the perks are unchanged since patch 1.5.0. Nobody even thought about this perk until DH nerf. There was like maybe 1 thread created about it in a month and it probably only considered Freddy (which is something I agree with BTW).
The perk is fine. It's balanced like it has always been. It's just one of the few usable things left in game so suddenly you feel it's absolutely OP. A thread like this would never even cross your mind a year ago (or a few years ago) - even though NOTHING about this perk has changed in a slightest. Not even activation after unhook.
Because you played whole game with 3 perks. Got to endgame alive AND happened to be in situation where it does something (you could as well be already healthy and being the one that poped the gen for 0 value. Or you could have been just downed as adrenaline poped for easy M1 from killer negating your perk. Or killer knew and dropped you under the hook after last gen popped to M1 you before you can do anything. Or killer has perks to negate adrenaline. Or something more).
It's risk/reward perk. There's 0 good reasons to take away reward if you don't touch risk aspect of the perk.
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I dont suddenly feel its op the effect of it proccing after a unhook has always been op, the fact you think that is fine is VERY concerning.
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I would be down with that change, or at least do something like this.
Adrenaline grants you the following effects depending on the health state you are in.
You are healthy:
150% speed boost for a few seconds.
You are injured or dying state:
You gain one health state and no speed boost.
You are hooked, and then unhooked:
You gain a increase Borrowed Time basekit window by extra 50 seconds; which stack with the 10 seconds basekit endurance and also borrowed time. No heals and no speed boost, besides the 10 second basekit speed boost provided by the hook or other speed boosting perks like MFT or Hope.
Only triggers after the last Generator is pop or when hatch is closed:
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adrenaline is fine as is.
/thread
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The increased borrowed time would legit be a get out a jail free card....and if gates are opened thats a free escape bc they would get the speed boost from being hit.
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You can simple apply the health state alone, and Scrap the speed boost upon being unhook; as a alternative. If that is much.
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Adrenaline is perfect as is, it rewards you for playing well, only activates once for the whole trial and just in the end.
So no, it doesn't need any change
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People have asking for this very change for years. Where've you been, bud?
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On this forum watching as NOBODY is asking for it and EVERYONE is focused on nerfing DH instead.
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How is holding M1 playing well lol #########?
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Id be perfectly fine with that but again her enlys the problem if they have OTR or Borrowed time they still get away bc they get a speed boost from being hit. tbh it should proc once and if you miss the time period its gone bc how strong it can be.
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Pretty sure ppl are talking mainly about MFT rn not DH lol
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Pretty sure you didn't read my post (something you accused me of btw). How could anyone complain about mft year/years ago when it wasn't in the game?
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Well, I think Dead Hard was equally problematic and it was used more (not necessarily picked more, but you would see it more frequently because it isn't an endgame-only perk), but I've been seeing people ask for this change to Adren since... jeez, at least 2019 if not earlier.
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