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The Adrenaline nerf is yet another slap in the face to the SoloQ and I am exhausted of this

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Comments

  • Sasu_Crow
    Sasu_Crow Member Posts: 12

    Nah, it is still widely being used. Trust

    Instead of crying about it, just put on renewal, a perk that's been out for years that already does that thing you want adren to do

  • radiantHero23
    radiantHero23 Member Posts: 4,482

    It is sad, that soloq is the unwanted victim in all nerfs to survivor. Killer has a ton of different characters, so nerfing one isnt that bad to the overall role. Survivor is one character with different skins. The only difference is how many people join a lobby together.

  • Jacknalls_Paw
    Jacknalls_Paw Member Posts: 225

    Double standard at its finest.

    Your definition of 'undeserved escape' is completely fallacious, since survivors have to play well to get to the endgame, unlike the killer.

    Imagine being so bad that the bhvr rewards you with your 'deserved pity kill' by not making the survivors activate the perk because otherwise you wouldn't be able to do anything, how does it feel to be so humiliated?

  • Valuetown
    Valuetown Member Posts: 485

    Are you going to ignore how I said that the final gen is usually NOT on the other side of the map from the hook? If the gen is within 32 meters of the hook, which it usually is because where else are survivors worth chasing going to be, everything I said was correct.

    I also said old ultimate weapon, since it hasn't even been 24 hours since the 7.7.0 patch.

    I highly suggest reading a post thoroughly before writing a response that misrepresents what the post had said.

  • Xernoton
    Xernoton Member Posts: 5,884

    First you bring up high mobility killers, then you claim that BBQ stops you from hiding. So what now? Is the killer near you or are they not? I genuinely cannot follow your thought process. You list things that imply the killer will run across the map and then you say, they're still near you. Are we talking about Schroedinger's killer here? Because usually a killer will not be both on the other side of the map and near you all at once.

    Old UW doesn't exist anymore. You cannot use old UW to counter new Adrenaline. That's why it's pointless even bringing up.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Now it's merely an A tier perk instead of an S tier one. Whatever will you do?

    Also taking any opportunity to bemoan solo takes the bite out of your argument. Solo bad. Everyone gets it, we've heard it a thousand times. Just because a perk gets slightly worse doesn't mean it makes solo worse.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598
    edited April 24

    It is very interesting to me that this perk is treated as if it were Tier 1 on the North American servers (and the EU?). On Asian servers, it is treated like NOED, "a toy that is only triggered after the match is almost over, and is only useful in rare cases", and is rarely useful in solo situations, even if the adrenaline carrier can effectively last chase or body block in VCPT.The "toy" is not a "toy" at all.

  • caligraph
    caligraph Member Posts: 359

    counterpoint: dont get hooked.

  • Valuetown
    Valuetown Member Posts: 485

    Reread everything I wrote in this thread. I'm not going to re-explain everything I already concisely said.

    I mentioned high mobility because those are the killers that snowball the easiest. If you 99 a gen to get adrenaline to work, the killer walks over and pops the gen, and now you cannot run to the other side of the map to get that 25 seconds back because they are high mobility, and the match went from survivors winning to the killer getting a 4k. High mobility is used in chase in addition to map movement.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,759

    Then we simply play different roles, clearly. Or a different game altogether. You do you.

  • Emeal
    Emeal Member Posts: 5,273

    It clearly saw too much play compared to other perks.
    Here are the stats from February, nearly 25% of all builds had Adrenaline. Its too much.

  • Valuetown
    Valuetown Member Posts: 485

    Pop and pain res are also pushing 25%. Do you also consider those "too much?"

  • Valuetown
    Valuetown Member Posts: 485

    I agree for both cases as well. I don't like essentially being forced to run a perk as a band-aid to poor design, for both killer and survivor.

    I really would like to see Windows adjusted as well, since it's sitting at 33%, but perhaps the game can be tuned elsewhere to compensate.

  • Emeal
    Emeal Member Posts: 5,273
    edited April 24

    I agree, but I think WoOppertunity is a special case as its very useful for casuals to play this game and I am not the kind of Killer main to get mad about more people playing, even if the build is rather lazy from a gameplay standpoint.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    It's a soloq buff because people stop wasting a slot and makes more gens done

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 697

    The game is supposed to be balance around approximately 2 escapes in most matches. So even if you play well as killer, you're still going to get to endgame and NOED will activate in many of your matches. It doesn't only activate if killer plays especially poorly.

    Based on your snarky comment, you seem to think that NOED only gives the killer value if they play especially poorly. So I assume that you typically play so well that you 4K every time and never get to the endgame where NOED would activate? I'd love to see some of your killer gameplay so we can all see how to consistently 4K without getting to endgame. I'm sure all of us scrub killer players could use some tips from you.

  • UndeddJester
    UndeddJester Member Posts: 3,489

    Just curious friend, because you're always very fair and strong in your argumentation, just want to ask why this one upsets you so much?

    Adrenaline's main strength was always the ability to gain a health state while you occupy the killer for tne final gen. You are afforded the ability to play aggressive at end game because you can see the health state coming, and if there are 2 of you, an m1 killer is basically boned.

    Yes sprint away at 150% is reduced by 2 seconds... but thats still a pocket Sprint Burst, which is hardly a trash effect. The extra 2 seconds was not why you took it... you take it for the health state and the quick distance to another tile, which Sprint Burst easily provides.

    The only thing that's changed is you don't get the effect if you're hanging on hook... which was the unfair part of Adrenaline. The killer caught you, and any m1 killer fighting for kills at end game literally cannot possibly stop you after you come off hook if the team has any real idea what they're doing.

    Not having a dig, I'm just genuinely curious what scenario it was you lost off Adrenaline that has specifically made it a no go perk for you?

  • SolidRazo
    SolidRazo Member Posts: 123
    edited April 25

    completely agree, none of the people advocating for the adrenaline nerf acknowledge the fact it’s supposed to be strong it’s literally a endgame perk. The fact the perk has a chance to straight up not do anything when it’s supposed to be guaranteed value in the endgame in some way is stupid. Plenty of perks obviously have a chance to not do anything but this is different. Adrenaline is a one time activation perk that activates when all gens are done but now deactivates IF YOURE HOOKED. It was fine for 8 years straight and now it’s getting nerfed? Just cause a perk is strong doesn’t mean it should be nerfed if we’re nerfing a perk because it feels bad to play against then nerf Noed.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,759

    I appreciate your candid post! And you've pretty much narrowed it down. :)

    There are far too many scenario's that already existed that stopped Adrenaline from working at all. Terminus, certain killer powers, being in deep wounds, so in my opinion, the perk already had a chance of being a dead perk all game.

    I don't mind the 3 second change. I don't mind the Freddy change, and if someone does, please reassess lol.

    Getting the effect off hook was the thing that made me think "Ok, could be a dead perk, but its favorable that it won't."

    I do understand that for any killer, M1, or not, this is a pretty abhorrent situation, and doesn't feel fair. so that's why I'm not parading and making this bigger than it is.

    If I could tweak things a bit, I'd say let either the heal happen when unhooked, or let the speed happen. But gutting the perk entirely because RNG decided now was the time to get hooked makes it less than efficient than most other perks.

    It will be great with coordinated SWFs, but I mostly soloQ. Maybe thats where my perspective comes from… I dont have that SWF coordination. Gens will just.. pop when/if they pop lol.

    It's not an unhealthy change, just a bitter one to swallow. Hope that helps! :)

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Noed has been nerfed. Adrenaline is still a very strong perk.

  • UndeddJester
    UndeddJester Member Posts: 3,489

    I'm glad I asked, you've made me have to stop and think. 🤔
    Truthfully I've always been kinda torn on this perk on two points:

    • It's an end game perk that can potentially not do anythng, so has to be strong (unlike NOED, the survivor isn't guaranteed to be there at end game).
    • All of these effects together, especially when multiple people are running it, are extremely obnoxious… it does kinda promote tunneling players out to make sure you can't be hit by it at a crucial moment.

    I am fundamentally against the hook heal, because you have been caught, and it's better for the killer to NOT hook you and slap you down as you stand up, instead of hooking you.
    That said, I do also think that deep wound blocking Adrenaline is a little harsh. Broken is meant to be the counter, having 2 effects nullify it is a little unfair.

    I do think the perk is still strong, but with the speed being dropped as well, I would feel the floor is open to debate on healing through deep wound. That doesn't seem an unreasonable compromise to me. Even FTP+Buckle isn't a problem with that change because of the broken effect.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,759

    I agree with this. It -is- still viable, just less so. In a SWF situation where multiple are running, it would be a nightmare for the killer. But then most SWFS are, regardless, and running or not running Adrenaline likely won't change that. :(

    I think now it would just be a players personal thoughts on it. For me, the chance to be useless is now too high, and I'd be more comfy running something else. Probably Distortion, since I was running adrenaline in lieu of Distortion, being Distortion is also complained about often.

    Trying to find a build that works and -doesn't- use a perk one side complains about is way too difficult lol

  • goodfriday
    goodfriday Member Posts: 209

    Aint this the same thing how yall try to rub in with made for this, coh, dh,iron will and many other gutted survivor perks I can make a page long(which I wont) and yet none uses them anymore? No this perk nore any other gutted perk will not be used anymore.

    Stop with the tiring yawning swf can still make use of these perks excuse its sickening. Swf is part of the community too and if swf was still using any of these perks I, mention why are they not in top 10 pick? Also remember survivor solo q is 40% and swf is 43% escape. Says alot yes?