Adrenaline probably unpop opinion but-
Now I don't use this perk but I think its a little unfair for the survivor to get hooked before the last gen pops and their perk is now nullified, a perk that has no use prior, over a simple hook and bad timing. when they said they were going to nerf Adrenaline I was more so expecting that you wouldn't get the affects if exhausted which in turn would bring more perks in play such as Blood Echo and Mindbreaker; have survivors make that choice if they are willing to hold out on a heal simply bc they have Adrenaline or chance the possibility of get exhausted and not get to use the perk. in which it would be a choice that the survivor makes unlike getting hooked, a survivor cannot help the circumstance where they are hooked and the gen pops for them to lose their perk that could potentially save them from a hard tunnel they are more than likely to endure bc of being fresh unhook at end game.
if Adrenaline had uses prior to end game then this change wouldn't be so bad but to completely null a perk bc they got hooked at a bad time? a time where that survivor is going to need everything they can get just to stay afloat to try and survive?
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If the Killer puts in work to down the Survivor, it denies the Survivor their perk. Likewise with H: NOED, if the Survivors take the time to cleanse Dull Totems, it denies the Killer their perk.
I think it is a fair exchange. H: NOED is the Yin to Adrenaline's Yang, both are equals and opposites.1 -
This isn't even the first perk that can give 0 value. Deliverance before you activate it? Useless. Decisive Strike? useless if you don't get downed within 60 seconds or unhooked after all gens done.
You have to remember there are 4 survivors on the team and each of them can bring the same perk. There's little killers can do to actually counter adrenaline so removing the heal off hook gives the perk a weakness the killer can exploit.
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okay so ig killers would rather have double exhaustion being used on a survivor in chase than allowing the hooked survivor to benefit from their perk?
Killer hits survivor who has overcome or SB what have you, last gen pops and killer loses that surv bc now they just healed AND got a speed boost away from killer while exhausted, but the problem is the static survivor on the hook?
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The survivor on hook isn't capable of being healed at the time it triggers. There never should have been an exception for the heal to be held until the survivor could be healed.
While the situation you are describing can be annoying to face, there are ways to counter that heal. Deep Wounds and Broken status effects will make the impact of Adrenaline much weaker.
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"There never should have been an exception…"
Why not? Considering there was one for seven years, why not?
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No other perk has been designed to work like that. Allowing survivors to hold onto an instant heal for the unhook is incredibly strong and gives the perk no real counter. Not to mention a lot of perks from that time have been changed. Ruin, Dead Hard, Balanced Landing, and Spine Chill. Just because it was like that for seven years, doesn't mean it wasn't an issue.
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yes there are other perks that hold out it’s affects until interacted such as No Way Out that was changed to begin AFTER a survivor has touched the door since it was an issue that the perk was rendered useless once gates were powered.
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No Way Out's trigger got both the triggered changed and a change to the duration of the blocked. This wasn't some exception being added to the perk.
But also you're comparing a Killer perk to a Survivor perk. Killer perks are allowed to be stronger than an individual survivor perk, because survivor perks can be ran on all 4 survivors.
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comparing killer and survivor perks? Others are comparing Adren to noed so why can’t I compare a perk that’s holds off its affects just like Adren does unless it’s interacted with? It is still holding out a perk that can help the killer so why can’t the hooked survivor get that help too?
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I understand why people don't like this change but at the same time it's not fun for killer in endgame to get a hook and then the unhooked survivor gets adrenaline, it just takes away any chance the killer had to take the game back.
Maybe if you are hooked the effect could be different, like you automatically self unhook but you are still injured but you get the 5 second speed boost.3 -
NOED doesn't still grant survivors expose if the hex is broken before the Killer has M1 anyone. Which would be the closest thing to a killer perk having an exception in end game like Adrenaline.
If the survivor is currently unable to benefit from the speed boost or instant heal from the perk, the perk shouldn't wait until the survivor is capable of benefiting. Second Wind doesn't wait for the broken status to disappear if you used Deliverance or received the broken status effect from some other means.
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it’s also no fun to get tunneled out of the game 5 gens in despite “anti tunnel” perks just bc the killer can.
A lot of survs with Adren will stick a gen injured for a free heal but that’s not the problem? You have 4 survs with Adren but you hooked one so that means now you have to deal with 3 full heals and still get an easy target to gun down at end game assuming they aren’t dead already.
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but you’d still benefit the speed boosts from Adren no?
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it’s also no fun to get tunneled out of the game 5 gens in despite “anti tunnel” perks just bc the killer can.
I never said that was fun?
The problem i have with adrenaline is that often the killer can't respond to it in the endgame. So i think a nerf makes sense but i think nerfing it to the point of people not wanting to use it should be avoided as well.4 -
honestly having the perk work as an actual exhaustion would be better imo, make survivors aware of what’s going on, you don’t get adren, the boost, the heals if exhausted, make them be more aware when wanting to stick the last gen injured.
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It gets rid of having to drop survivors to adren check them, always found that kinda stupid for both sides to deal with
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the difference is noed is a reward to a killer for essentially doing poorly. rewarded by the hex's effects, rewarded with time when the survivors stop repairing generators to search for and cleanse dull totems. these are not equivalent, comparing something a killer does naturally in a match (hooking) to an optional side objective that uses up a lot of time.
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The adren-noed comparison was on their design, not their strength.
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It's lot more unfair to secure a hook and get completely denied of it for free thanks to just ONE perk.
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You could say the same about Deliverance. "A simple hook and bad timing" nullify this perk. But this perk is still great.
Adrenalin will still be a great perk due to it's ability to greed the last generator injured, extend a chase, take a hit and so much more. The nerf is fair because it no longer punishes the killer for hooking a survivor who is not dead on hook. if we only look at the worst situation of a perk and due to this it is useless, literally every perk will be useless and bad.
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I would have made it that if you are healthy, get the SB, if you are injured get healed over time, but without the SB and if you are in dying, you get both to get away.
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i personnaly don't understand why killer mains are crying so much over adrenaline. you literaly play the entire match with 3 perks so if you die before the end it's useless and it is supposed to be a reward for being good and last till the end game and when you reach it, it only activate for 5 seconds then it's gone forever. literaly a perk that activate only once and only for 5 seconds and people are complaining about it.
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