Adrenaline-Nerf incoming
Live in the livestream its added to the roadmap.
My wish: You dont wake up when the perk triggers.
;-)
Comments
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This was already in the last Roadmap. And well, it would be the only fair nerf to Adrenaline, but there will probably be more.
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Nah, people only use Adrenaline to screw over Freddy. I can't think of a single use other than that. The end game buff it gives pales in comparison.
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I suspect they'll keep the effect relatively strong, it'll still heal and give a sprint burst (potentially it will no longer be tied to exhaustion) in return, they'll make it so if you are being carried or on a hook, it doesn't "bank" the effect, then you get it after you are unhooked. As well as making it so it doesn't remove killer powers like freddy.
That would strike a pretty good balance i think.
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The effect not working while carried or being on hooked would be great, it's a little thing but it makes a difference!
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This would be unnecessary. It still does only activate once and you aren‘t guaranteed to get to the endgame. If you manage to get to the endgame you should get something by this perk.
The Freddy wake up can be removed.
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Exactly. It is one time use and also only obtainable in the Endgame. And from my experience, it often enough does not do much which is significant, often enough I just get the Speedboost while not being chased. Which is still nice, but nothing really impactful.
I meant that they will nerf more. Removing the ability to wake up against Freddy would be the only fair Nerf tho.
Or, they are funny and remove everything except for the Wake Up against Freddy.
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It would be similar if NOED for example worked after the fact. Imagine you hit a survivor, and then the last gen pops, then that survivor just drops. It doesn't make sense that it "stores" the effect, especially since when it does it has little counter. You hook the survivor, then if they get unhooked they are guaranteed to get out, because they get both the heal and the speed boost, plenty of speed to get from one corner of the map all the way to the opposite corner if they need to.
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Often this perk can also hinders you for 40s, when it activates while you are healthy and then you can‘t use other exhaustion perks.
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i forgot my /s lol.
If they make the perk ONLY wake you up vs Freddy, and it had NOTHING else.. I'd give BHVR props for the best humour in any game lol
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Honestly, I think the perk would be completely fine if they removed the tertiary effect that wakes you up. It makes sense thematically, but all Killer specific perk changes were removed awhile ago, so idk why this is still in the game.
Also, if Adrenaline was allowed to wake survs up, why wasn't Wake Up? Like, really?
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But that‘s what this perk is supposed to do. It should reward you with a strong effect when you make it the endgame.
Also this perk isn’t always a upside. I had a lot of times where someone finished a gen while I was healthy and I got nothing. Then when I get chased, I also couldn‘t use my balanced landing and died because of it.
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It shouldn't wake you up on principle alone since a perk should never DIRECTLY affect a killers unique mechanic. Other than that maybe it not working off of hook (Speed can but heal no)
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Knowing that it's on the roadmap means it should be a significant rework.
Preventing wake up from Freddy is something that I'd expect in a minor patch.
I say wake up from Freddy and not activating after on hook will happen.
I'm so tired of survivor perks needing the stars to aligne in order to get some value.
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Image the change is the opposite, no longer gaining a health state, but remove and protected against ALL negative effect, even Wesker/Nemesis virus, Noed...
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It's crazy that they are considering nerfing a perk that requires you to play the entire match with one less perk than you would have otherwise. It also prevents you from using your exhaustion perks in the end game. The trade off is already there. Adrenaline is not overpowered and already has downside. Just more nerfing perks for no reason other than they're popular.
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They're popular for a reason, and the reason is that they're strong
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A perk should never create a situation in which the other side can do literally nothing.
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Pain res, pop, dms+ grim embrace, light born…!
You got counterplay: kill everyone before 5 gens are done, don‘t play hit and run, bring noed, terminus, no way out, remember me, face camp and play it well or drop when the gens are done and hit them.
The survivor earned it by doing their objective, unlike noed and other killer perks they actually did something for it. It‘s not easy to get to the endgame either.
According to you a lot of killers should be nerfed then also.
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the healing while on hook should go too
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how would it be the only fair nerf, its a meta perk one of the best in the game, it can't be knocked down a peg "fairly"
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I'm done.
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So your point is that it is a meta-Perk and because of that unfair?
It is a Perk which is one-time use, which will only apply in Endgame (meaning, if the Killer is good they will not even have to deal with Adrenaline) and it might not even do anything meaningful. It can be strong.
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Remember its just an opinion. I'm learning who mostly plays one side or the other here. And Aven seems level headed about most things. But its clear he has a killers eye on viewing stuff. :) Nothing wrong with that. But also, gonna need stronger points than 'its a meta perk.'
Uhh... can we pretend the meta perk comment didn't happen? Plz?! :)
Adrenaline is a strong perk. If it goes off. If it goes off at the right time. If you even make it to end game.
Gonna be honest, I can't tell if you want adrenaline changed or not. Could you clarify?
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Its a meta perk because its unfair its not unfair because its a meta perk, now just because it doesn't work perfectly every match doesn't mean its effect isn't strong when it does work. So rather than a big burst that swings matches it should be something more constant but weaker for example.
As with most things because it only activates at the end of the game that means its a lot stronger against weaker killers than it is against stronger killers so it probably should get some changes
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THEY WHAT!? Say psyche right now bro
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As a PSA, everything is pretty much stronger against weaker killers than not. A terrible reason to nerf a perk.
You think Adrenaline is too strong of a burst? Just tunnel! Won't even have to worry about it. /s
Adrenaline is about the most balanced perk there is regarding risk/reward. Risk yourself all game for 5 seconds of reward sprint and a health state. Its a lil underwhelming when you just type it out, but can be awesome in the game if:
- You're injured.
- You even make it to end game.
- You're not deep wounds.
- You're in chase and the killer is about to down you.
- Freddy Freddy Freddy Freddy Freddy
- You even make it to end game.
Also, running three perks until end game is pretty brutal. Its a hell of a price to get anything from adrenaline.
Lets chat about adrenaline storing until unhooked/carried. Thats the only area I could see this getting tweaked. For all the sacrifice needed for this one perk to be maybe useful, I feel this would be a bad move, but BHVR will BHVR.
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It doesnt need a nerf, except for the freddy change thats more of a quality of life change in my opinion
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My normal build is adrenaline / hope and whatever 2 other perks I feel like at the time, resilience and lithe or dh, and if I want to use a medkit usually buckle up or for the people, I know that everything is usually stronger against weaker killers because its dbd and its a time based game weaker killers take longer which is why long term value perks and burst perks like adrenaline that require matches to reach certain points are stronger against them and near useless against a strong killer who plays well.
I think it could be taken down a notch in literally any of its ways because its just a staple to secure wins against weaker killers and have that go into being a bit better against the stronger killers like blight and nurse
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Ahh, I understand your position. Thank you for explaining. :)
DH users unite!
Anyway, I dont think either of us are wrong. Healthy views on a topical perk. We simply disagree.
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Adrenaline has always just pretty much been a pressure eraser perk risk free, lol. I did this last night. I felt so bad, but still couldn't help but laugh.
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You did not explain why Adrenaline is unfair.
"Not working perfectly every match" is also an understatement. Because it does not work AT ALL in some games. In fact, looking at the current Killrates, it does not work in at least a little bit over 50% of the games, more like 60% of the games. So a Perk which might have an effect in 40% of the games is too strong?
The effect IS strong, but it HAS to be strong, considering that you wont get any use out of it in 60% of the games you play as Survivor. Unlike Killer Endgame-Perks, which have an impact in every game.
Working better against weaker Killers is also a weak argument. This applies to everything in this game. You can say No Mither works better against weaker Killers, yet the Perk would not be unfair.
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For a perk that is only acquired during the endgame, and only once at that, it doesn't need too much of a nerf if any at all. Also it has plenty of more uses other than negating Freddy.
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Its perk effect is too strong for the playstyle it allows at its opportunity cost while being more effective against weaker killers due to being more likely to proc against them than stronger killers and taking longer to continue chase with a survivor it procs on means if you have someone proc their adrenaline at you at the end of the match you are in a lose / lose you stick with them their fresh health state and 10m of extra distance or you leave and risk losing all survivors completely trying to find someone at an exit gate. Making it an easy game closer against weaker killers that usually are slower and get more gens done against them and a nothing perk against strong killers who never reach that part of the game, its basically coin flip the perk on tails you get nothing and on heads you get to stomp on killers who decided to play someone other than blight or nurse or try to be nice for a change.
Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states
Adrenaline is an all or nothing perk, you either get all or you get nothing, should one of the strongest perks and effects in the game be an all or nothing perk, maybe, maybe not, but should that all or nothing meta perk be a coin flip on top of that and be gotten by
So should the perk be changed to be less coin flippy, yes, and should the perk be more consistent value so even if the coin ends up on tails you still get a little something, yes
Also kill rate stats definitely won't tell you adrenaline stats but sure try and extrapolate from that ig
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If you think Adrenaline is unfair, you'd better to stop playing this game ASAP.
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I'd like to see them try and fix this whole "slugging to counter Adrenaline" thing. I personally don't think it's too strong but let's be honest, it's not a good design when a survivor perk actively punishes the killer for hooking instead of slugging.
Unfortunately the only 2 ways I can think of to fix it, would either be a heavy nerf or a big buff. Both of which Adrenaline doesn't need.
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God, this image still haunts my dreams.
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I don't think this is a very good way of thinking about balancing perks, nerfing something because it's better against weaker killers.
With this logic, you could make a pretty valid argument to nerf almost every perk in the game.
Every exhaustion perk is disproportionately stronger against weaker M1 killers in comparison to the mobility and projectile killers of the game.
Any perk that gives you haste, boons because low mobility killers have a harder time getting around the map, hell you could even say resilience is disproportionately stronger against weaker killers because they might not be able to secure the down as well as a higher tier killer and the survivors will get more value out out of it.
This could be flipped to killer as well where you could say that every gen regress perk that is hook dependent (Pain Res, Pop, Grim Embrace, DMS, etc.) is disproportionately strong for it's opportunity cost because they're more effective against weaker teams.
This seems like a slippery slope of logic in terms of balancing.
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Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states, its a 0/100 split on value not like most other perks which always give some and are also stronger against weaker killers (but not as much since they aren't meta)
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Aside from specifically messing with Freddy, Adrenaline does not need a nerf. Something can be strong but still balanced.
I know it can feel really bad to play against sometimes as killer, there have been some soul-crushing moments for me with Adrenaline, but that doesn't mean that the perk needs to be nerfed. It's an extremely well-balanced risk-vs-reward perk.
The only problem I have with Adrenaline is that it's especially brutal if you're playing "nice" and going for 8 hooks before 1 kill. I do this a lot. Sometimes survivors will take advantage of this to rush gens instead of healing, especially if I've demonstrated I won't go for people on death hook before their allies are on death hook by obviously ignoring them. Then they take advantage of that to greed gens while injured and heal via Adrenaline. That feels really bad to have my desire for the survivors to have a fun game be abused like that.
But that's not Adrenaline's fault. A perk shouldn't be balanced around how nice the killer is feeling.
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This is assuming that lower tiered killers always end up giving up all 5 gens and higher tiers almost never get to the endgame though which is just not true.
Yes, Adrenaline has a 0/100 split, but that doesn't inherently mean that it's value is always worth it. I've had many, many games where survivors try to greed the last two gens injured to get its value but it ends up backfiring as they get caught out injured. Not to mention many games where I'm personally running adrenaline and have actually gotten negative value even after it procing, as it can disable your other exhaustion perk during endgame and activate while you're fully healthy and not being chased.
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When its good its great and when its not it stinks, its an extremely polarizing perk and I think its high highs and low lows need to be balanced out to balance out the perk
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HIgh highs and low lows is balanced. For clarification, what is your biggest issue with it? It can't be both. And if you squished it to be less highs and less lows, its just kind of boring.
The perk is very well balanced with its highs and lows. The survivor knows theres a risk taking it. The risk is literally all on the survivor.
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Adrenaline is META because every other method of healing stinks for survivor. This perk circumvents the healing nerfs but at a risk. Most survivor perks are situational. The reason more people don’t gripe about them is because despite being situational, the benefits are marginal at best. In short, killers don’t mind situational perks (for survivors) that have weak effects. What you all dislike are situational perks (again for survivors) that have good effects.
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Doesn't need nerfing, killers should just run Terminus :)
(This post was brought to you by "I was told to run calm spirit to counter ultimate weapon" gang)
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Ultimate Weapon is getting nerfed in the same patch...
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it was satire bro i was messing around
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Make healing perks like solidarity, reactive healing, and resurgence apply reduce in maximum charges needed to heal instead of healing progress to counterbuff
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BOO!
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Not gonna lie; if you told me that was the Pig and she finally decided to join the survivors after after being head-on-ed, I would have believed you.
This is nightmare fuel.
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