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Adrenaline is being reworked (almost definitely NERFED) confirmed

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Comments

  • Crowman
    Crowman Member Posts: 9,572

    For all the people saying that killers shouldn't complain about Adrenaline, because it's a reward for completing the objective.

    Pop and Pain Res have both received nerfs despite being perks that rewarded the killer for completing their objective. And I still see people complain about those perks on the forums.

    So ultimately it doesn't matter if the perk rewards the player for playing well, it can still be nerfed and still be complained about.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,768

    Agreed. Still does nothing about adrenaline being one of the most balanced perks for risk/reward in the game. That's really all I'm waiting on. Why is it unbalanced in your view? How would it need to be changed in your view?

    Complain to the end of time, everyone has that right. But it changes nothing and would rather have ideas and info that can be worked within a discussion.

  • Nebula
    Nebula Member Posts: 1,400

    This is a much more fair comparison, both reward you in the end-game for doing your objective during the course of the match.

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    I'm willing to bet that the reason the devs are happy with this statistic is the overwhelming number of survivors that kill themselves as soon as they're hooked the first time, thus boosting the kill rate by probably a good few %


    It happens every 2 games for me

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    So some people want to remove the healing on hook. Is there any way to compensate for that because i dont think its fair that the one person gets robbed of a full perk even tho they are technically not dead and they got the gens done.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    Mmr isn't real and it never has even worked right even if it was, in reality you're just getting thrown into the fastest possible match with the best connection for everyone involved

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
    edited March 15

    The funny part is that there are currently 137 survivor perks. Yet they focus on the same handful of perks rather than improving the ones that nobody is using. 🤣

    Cuz god forbid the survivors get a health state and a mini sprint for completing 5 generators. 😳

    Agreed. Imagine if after each generator is completed survivors receive a health state. That would be a much even comparison.

    Also PS. LOVE the name! x

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    yeah instead of making perks like counterforce, rookie spirit, inner strength, up the ante, poised better lets just nerf perks and then continue go nerf other perks

    Also yes i love jean grey, my 3rd favorite xmen lol

  • Devil_hit11
    Devil_hit11 Member Posts: 9,115
    edited March 16

    that has nothing to do with the actual draw. Killer outcome is disconnected from survivor outcome, since this is not a team based game.

    that is something I disagree with. even in regards with MMR system.

    I think that the result should be based on number of survivors escaping.

    For example :

    0 kills

    All survivors gain MMR.[25 MMR gain] -> This value is multiplied by 2x if outside rating scope.

    1 kill/3 escape

    Survivor A: loses no mmr(but gains no MMR)

    Survivor B, C,D: Gain MMR[20 MMR gain]

    2 kills/2 escapes

    Survivors A & B lose no mmr[but gain no mmr]

    survivors D & C Gain MMR[15 MMR gain]

    3 kills/1 escape

    Survivors A/B/C lose MMR. (20 MMR)

    Survivor D Gains no MMR

    4 kills

    All survivors lose MMR. (25 MMR) -> Doubled when rating is outside scope.

    From an objective stand-point in my system, you need to gain 3 kills or 4 kills as killer to gain MMR(Win) and all other results are considered losses.

    With how current system of MMR works, where dying = loss and escaping through exit gate = win. your encouraged to play selfishly. In my system, you would be encouraged have as many survivors escape as possible.

    --

    Your drawing is correct in current system because if you kill two survivors[lose 20 MMR] and two survivors escape[killer loses 20 MMR], you gain net 0 MMR which is a draw but that is not reflective game result. Survivors escaping through exit gate should be counted as a win and killer should be getting a loss.

  • crogers271
    crogers271 Member Posts: 1,923

    I mean your suggestion, other than the 2k, is not that far off the mark on how it works right now. A survivor who escapes with the other three dying gains very little, and the survivor who dies when the other three escape loses very little, you are just changing very little into a 0.

  • Ariel_Starshine
    Ariel_Starshine Member Posts: 937

    What perk are people going to QQ about next? Most groups don't even make it to end game.

    fwiw I don't use the perk, as I've found it's usually a waste already.

    I feel like the people who make these changes do not play their own game.

  • DerpedByDave
    DerpedByDave Member Posts: 53

    even tho I barely use adrenaline and main killer still said to see an OG perk done dirty. I bet the devs are going to make adren a healing only perk then add a new survivor perk that gives haste when you do gens or vise versa. <That's just my own speculation tho.

  • GeneralV
    GeneralV Member Posts: 11,716

    All they have to do is remove the wake up effect. Anything other than that is overkill.

  • Jangles
    Jangles Member Posts: 377

    I use the end game GG algorithm to determine whos won.

    Survivors say GG, killer says nothing. Survivors won. Killer says GG, survs say nothing. Killer won. At least two survivors and killer say GG, it was a draw. One survivor, Killer says GG. Survivor got hatch.

  • ElionTron10
    ElionTron10 Member Posts: 43

    If they nerf Adrenaline they also should nerf noed to the ground thats just fair