Adrenaline and ultimate weapon terrible changes
adrenaline is dead in solo que. No point in running a perk that punishes you even you are not dead but all 5 gens are done. In swf yeah you still can get value because your team knows you have the perk so they can 99 the gen to unhook you first. The freddy change was needed and honestly im ok with a shorter speed boost. But the fact that you can do all 5 gens and not be dead just hooked an you get nothing its just a baffling change.
What exactly was the point in nerfing ultimate weapon? I thought the perk was fine just needed the blindness to be removed but the longer cooldown and shorter activation is just a terrible nerf. 🤦♂️
Nice both perks are basically dead, thank you dbd community for always whining about non issues. I know yall are gonna start whining about windows and pain res next great job guys
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Adrenaline is still heavily used in solo que hence why its pick rate is so high and I think the nerfs to it were justified.
The nerfs to Ultimate Weapon I think were absolutely horrendous. Like, even though I mainly only ever ran the perk on Trickster/Huntress(two killers that I rarely played), it's horrendous because of the fact that it's giving survivors more of a reason to be running Distortion which is worse imo.
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pick rate is not a good reason for a nerf, and its not gonna be used in solo que anymore
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Most likely not- Y'all were saying the same thing about Pain Res when it was nerfed and its pickrate basically didn't change.
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DIstortion is going to be the most used survivor perk if this is what they are doing to Ultimate Weapon.
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I don't think either perk is dead. You're overreacting.
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Both perks are terrible with those changes.
Adre you play a whole match without perks and then you don‘t get it: YAI!!!
Ultimate Weapon → Distortion!!!
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The nerfs are not going to make the perk useless.
People are criticizing it just because it's a perk that you can use it once and it's fine. Most tier S perks can only be used once depending on the condition.
Adrenaline not activating after hooking is the same thing as deliverance not activating if you are the first to be hooked or unbreakable not activating because the killer didn't use slug and the perks are still top tier. It's not like you're going to get hooked every time at the end of the game if you're using this perk.
the speed boost nerf it's kinda meh. adrenaline is only strong because of the free health state so it's like a bonus when activated. I don't really care if they revert It.
I think the nerfs are fine but I wouldn't care if everything was reverted.
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Overreaction.
Health state is still a great effect, pocket Sprint Burst is still plenty.
Gaining a health state on hook being removed is a great change, you shouldn't be rewarded for being caught. If you're banking on this to get out of gate, it's better for you in the long run to learn not to rely on this, cause this is effectively a free escape after being unhooked.
Perk is still plenty strong, is far more fair, and far from dead.
Ultimate Weapon change is interesting. Gives stronger tracking, but requires better timed use due to smaller uptime, still warns the survivor by blinding them, but is on a longer cooldown to compensate. 15s for a 80s cooldown with a strong aura read and blind seems fair to me.
All seems reasonable.
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Re UW, I actually thought all it needed was a longer cooldown. It removed any sort of game sense when it could be activated all game long. I do hate the screaming though, it's probably the worst sound in the game and the main reason I don't wear headphones (along with chronic ear problems) so I can't pretend I'm not happy that that is gone..
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The issue most people had with UW was that it was basically just a free way to find a survivor. I think now that the activation window is shorter and the cooldown is longer that it balances out. It also can't be used by Pig players to camp boxes anymore, so I'm more than fine with those changes.
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I think they are both still pretty good :
Adrenaline still allow you to finish the last gen on the killer's face, and ultimate Weapon still gives you information on command.
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There is a substantial difference between Adren & Pain res though.
Pain res couples incredibly well with multiple perks, is used during match, and is "earned" via hooking which is an entirely normal gameplay element, couple it with dead mans switch / pop or even both in a lot of cases and you're knocking 50+% off generators for at least 4 hooks.
Adrenaline couples with… absolutely nothing and only works when the majority of the match is played out.0 -
Your teammates cant see your perks so they can do the gen while your in hook and you then get nothing. The perk sucks in solo que
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Actually that isn't entirely true- Not many people realize this, but you can run either Sprint Burst, Lithe, Smash Hit, Dramaturgy, or Overcome with Adrenaline and get both speed boosts at once since exhaustion perks are actually just Haste instead of setting your running speed to a specified value like Fixated does meaning that they can potentially stack together with Adrenaline since it ignores the Exhausted status effect.
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UW will still be too strong for killers with mobility. Might be even more so.
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pain res has 25 percent regression which is alot, idk how this is a good comparison
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Nah its dead in solo que
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I just thought it needed the blindness part gone
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I have 8000 hours, I know they work together, but you can't say… get adrenaline and then sprint burst away as you're exhausted, they only combo if you proc the other perk first, which means you then need to time generators being completed with your team and if you're not playing together it just isn't going to happen.
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Ultimate weapon is a buff.
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Point remains, you've been caught, and you shouldn't be rewarded for being caught.
The value of Adrenaline usually comes in the form of committing to completing the last gen while injured, because you know you have Adrenaline so you don't need to heal.
If you're playing aggressive and distracting the killer, knowing you have a health state coming, that can be huge for the team, but it must come with associated risk. If you can gain a health state on hook and still have a hook stage to hand, there is no risk, you can throw yourself at the killer and your team can then come for a mass unhook.
If you then have an extra health state off hook, you can body block for free, with no fear of borrowed time expiring, so it is basically a guaranteed out. This is not healthy. The reworked version is, and is still plenty good for soloQ.
Lithe, Resilience, Adrenaline and WoO is still perfectly viable with these changes.
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thats so situational tho
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Clearly you don't pay attention to status icons- The status icons show you how much longer until a gen is completed which can be used to time your perk activations. I do it relatively commonly whenever I'm playing by myself.
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“you've been caught, and you shouldn't be rewarded for being caught.”
You should be rewarded for getting all 5 gens done
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Ultimate weapon nerf was needed, too strong, easy to use and a pain when it was in combo with Dead Man's Switch.
Now it is even more fun perk, survivors won't know that you are using it unless they're using Distortion or the smarter ones figuring it. The only thing I don't like is its new 60 seconds cooldown, 45 would be better considering it now lasts only 15 seconds, but I like the new effect more.
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Status icons don't dictate when you need to use a window (activating lithe), or you know, running mid chase activates sprint burst, I would absolutely love to see you walk an entire chase to proc your sprint burst into adrenaline.
You're absolutely god tier at this game, I'm sure, lmao. I've even had survivors get off gens because someone is in chase hoping they can pop the gen after the surv is hit to activate adrenaline and they die because of it, all of these factor into it but you think it's as simple as "yellow bar almost full, activate perks and good to go"1 -
You didn't, you got caught while your team finished the generators. As long as you are not hooked as the generators pop, you get amazing value from Adrenaline. Getting a health state while hooked allows you to unga bunga throw yourself at the killer for effectively no penalty.
The killer beat you in the exchange and is punished for doing so, they'd have been better leaving you slugged and slapping you down as you pop back up.
That isn't healthy design.
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Adren is still fine but the speed burst duration nerf should be removed, Ultimate Weapon is one of the most overtuned perks in the game in relation to value to what you have to do to use it with how long you get it. It's just free knowing where everyone is every 30 seconds while also making them all blind.
UW isn't even bad now it's just more in line with other info perks, like there's no gd way NTH is so common but they do the same thing for lockers people call that perk useless. It's literally NTH you get 3x longer and is now buffed by lethal pursuer. At the very least every Nurse, Blight and Wesker player should be cheering from the rooftops on what a massive gift they've been given with this change.
EDIT: UW aura is only 3 seconds apparently, it's still gonna be amazing on Nurse, Blight and Wesker but not as strong for other killers which honestly fine with.
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nah the perk requires 5 gens to be done. Its an endgame perk which should be strong and effectively you had 3 perks the entire trial. The perk is healthy as it rewarded you for doing your objective. The fact that you get nothing even tho you are not dead is stupid. As i said the perk is dead in solo que because your teammates dont know you have the perk. The perk is dead in solo but still good in swf. Awesome
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You act like getting a health state and speed boost while not on hook is nothing. It still can and will absolutely swing the momentum of a game... but you don't get it if you've been caught.
This change removes the reward granted from you failing in chase, and as I say prevents the dumb method of wasting the killers time by baiting them and falling on their sword. As I have said before, Adrenaline doesn't do nothing up to the point it procs. It facilitates you the ability to forgo all healing and the need to play it safe when on the last gen. That is not an insignificant boon.
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That argument is invalid actually- You could literally never touch a gen the entire game and still get rewarded for "doing your objective." All Adrenaline is is a "Get Out Of Jail Free" card from Monopoly that you don't actually have to work for. If you want a perfectly fine perk that ACTUALLY works with this argument then it's Hope because it doesn't just let a survivor get a free second chance/escape with no risks and it's just a permanent speed boost.
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Also I should mention that even though no one in solo que can see what perks you have everyone just assumes that at least 1-2 people in the game have Adrenaline at minimum due to how common the perk is.
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99% of matches do not have someone "never touching a gen" and is a strawman argument used to justify a nerf.
If the killer hasn't killed you while you're stood around doing absolutely nothing, it's on them, conversely, the rest of the team has had to work even harder to procc your perk.
Nobody ever said you have to do the entirety of the work to earn it, not ever, not even once.3 -
yeah idk what this person is talking about
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These seem like mostly fine changes to me. Not sure why the speed boost duration for Adren has been reduced but losing it is not the end of the world.
I do wish they'd removed the blindness debuff from Ultimate Weapon though. Hopefully it will be less of a problem now that the perk has a longer cooldown and less time to activate. With the aura reading, I think it may be an even more effective perk for proxy camping, which could be a little problematic but I guess we'll see.
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I'm referencing immersed/stealth survivors who spend over half of a match hiding from the killer while using perks like Calm Spirit, Distortion, and Adrenaline together.
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And because they're stealthy, and you haven't found them or hooked them means they haven't touched a gen?
Never touching a gen and playing stealthy aren't mutually exclusive, you can do both, or neither, or one or the other.
You absolutely cannot say "this person was stealthy so they did nothing and didn't earn it" .2 -
This.
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The Adrenaline change went too far, it was too much.
Removing the wake up effect against Freddy is excellent, but everything else wasn't needed. I don't think it will kill the perk, but it isn't a healthy change either.
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You are, by finishing your objective.
The point is, adrenaline working off the hook gave a FREE ESCAPE to the survivor. Removing that is not giving the killer a FREE KILL.
The killer already earned that hook, by getting it before the gens finished. They earned it through normal gameplay. So now the survivors need to coordinate and work together to get the unhook and have them all safely get out, instead of being given a free escape because of the perk.
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been a while rev, hope you're keeping well
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I kind of get Adrenaline minus the speed duration but the cooldown on top of other Ultimate Weapon changes just seems a bit excessive. Don't get me wrong I hate the perk but I feel like it was over nerfed.
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You should NOT get adren off hook and the 5 second sprint burst that IGNORES previous exhaustion was definitely not good.
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Its pretty fine. Adren off hook was stupid and having the sprint burst from adren ignore previous exhausted effects (which it kept after the changes) already made it super strong
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ultimate weapon is going to be a bottom tier perk now. the scream was the whole point in bringing it, honestly if they wanted to nerf it, all they had to do was keep the scream, remove the location reveal (use your ears to hear where the screams are coming from) and give it a 40-60sec CD. now we just have another aura reading perk thats only up for 15 sec, with a 1min CD, with all of those distortion gamers, it's just gonna be another dead perk.
Adren nerf wasn't that bad tbh, cause it should still cause a survivor who was in the hook state before final gen to get the value of it, its just the warriors who had it up while on way to hook after it popped.
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I honestly don't have a problem with the healing after an unhook or the speed boost. It is a powerful effect, yes, but it happens only after all 5 gens are done and you've played the game with three perks.
It makes sense for it to be strong.
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Thanks, I'm doing good. Hope you are too.
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Playing the game with 3 perks as survivor is a LOT less of a serious thing than playing the game with 3 perks as killer. As surv you can still use any exhaustion perk which no matter what is very powerful by extending time in chase, some sort of faster healing for better efficiency and some jack of all trades slot for either anti-aura reading or OTR. Overall that's only like 7% of the survivor teams total perk power? Meanwhile killer is 25% total perk power but rightfully so having stronger effects.
It just should have never had the effect off hook and that's why you started to see "adren checks" because it was so obnoxious to play against.2 -
But we are not talking about killer perks this time. The only one that got hit was UW, and that one needed the nerf.
If you happen to be on the hook when the last gen gets done, Adrenaline won't do anything. It is a complete waste of a perk that, reasonably, has a powerful effect.
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I like how suddenly Adrenaline is this awful perk now that there is a condition where you may not get value from the perk whereas other strong survivor perks like Deliverance, Unbreakable, and DS that can also go games without getting any value from are not awful for just not getting to use the perk.
In many cases, there are situations where you just won't get a chance to use your strong perks and that is fine. Survivors are a team of 4, if they could reliably use every strong perk in every match killers would have to be stronger than nurse to keep up.
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