thoughts on a way to solve some of the adrenawin problem
Personally i don't think adrenaline is much of a problem, i don't use it personally, but i hear a lot of killer and even survivor mains complain about it
When a survivor is brought up from the dying state, they get a far shorter speed boost of 2s (with near instant acceleration, this would act akin to a dodge, and give them far shorter distance away from the killer but still potential to reset a chase.e) and when a surivor is in injured state and adrenaline goes off, they get the speed boost (maybe shorter, maybe same length), but do not heal an extra health state. instead when hit they trigger a deep wounds/borrowed time timer except the old variant ie it ticks down within a chase, giving them about 20s of being up (active for 20-30s after the perk activates) which grants them that extra hit, and chase time. If in a healthy state, the survivor is granted no real bonus other then a short speed boost (2-3s) , they don't get a deep wounds timer etc.
this would mean a killer "doesn't have to run noed" to counter end game, however survivors still have the perk in most of its glory. if a person wants to run the killer the whole game, let them, at the expense of possibly being put into deep wounds and being forced to heal.
Obviously my idea could be tweaked a lot but the main premise is that adrenaline wouldn't so much give you an extra hit, and potentially infinite time so long as you have good loops, but put you on a timer, forcing you to have ally's open a door in an aloted amount of time before you go down
Comments
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There is no problem to solve with adrenalin.
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Adrenaline is fine. Survivors have to fix 5 gens and survive to the end game using 3 perks, since Adrenaline only works once.
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Adrenaline is fine as it is.
The fact that gens can be done extremely fast makes the perk too powerful, but since devs said they dont want to touch gen speed most people tend to think that Adrenaline is the problem when that's not the case (I would remove the wake up tho, that's complete bs).
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Adren is just fine. It's the counter to anti-heal killer builds. If you run Sloppy and slug a lot expect Adren at the end of the game.
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Adrenaline is fine. It shouldn't be even touched.
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I like adrenaline for all the cheeky downs I get with huntress long bombing random gens on survivors who aren't healing.
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you should invest your thoughts about how to git gud and quit that surv main act
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Literally said I don't think it's a problem. I'm just finding a middle ground for the people who do think it's a problem, no need to attack me and to say git gud.
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git gudIf your games usually get to endgame i would highly reccomend to use perks like Rancor or NOED
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Adrenaline is fine. People complain about perks, killer abilities etc. a lot, but that doesn't necessarily mean that anything is indeed unbalanced and needs to be changed.
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True true. But many seem to complain about adren, which is why I made the post cause while I don't see a problem, maybe a compromise was needed. Cept the post only made people get angry at me lol
Oh mine don't get to end game. Don't even need ruin to prevent it getting that far. Was simply offering a compromise for the people complaining about adren since I see it so much
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Is this the new killer cry? Seriously, I see adrenaline and anticipate it regularly. Rarely does it save someone I was in a chase with. If you struggle so bad with it, run NOED or remember me to give you more time.
Most of my matches never go far enough to trigger adrenaline. If they get to 1 gen, I keep it in mind if I'm in a chase.
Adrenaline is fine as is. Git gud.
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@Warlock_2020 OP said it was not a problem, he just sees several people saying its OP
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Adrenaline is fine, easly counterable in many cases. Very situational perk that looks crutch on montages but that gives you literally nothing in most games. It even uses up your exhaustion, if not in chase while popped this perk is actually a hinderance.
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Indeed, but hey, gotta pretend there's a problem somehow.
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I'm referring to the number of topics overall. Lots of whining about adrenaline lately.
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You mean all of two threads complaining about Adrenaline?
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You literally said Git Gud at the end of the sentence
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Give it the same treatment as DS. When you are unhooked, there is a 60 second window for it to activate if and only if the final generator is completed within this time window. If the final generator is done while you are still on the hook or otherwise incapacited, the perk remains inactive and is effectively a wasted slot.
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That would make it much more powerful for SWF, while rendering it almost worthless for solo survivors.
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Adrenalin isnt the problem, the problem is that rushing gens is so easy
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