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Adrenaline should be changed/reworked

Tostapane
Tostapane Member Posts: 1,667

Title. I'm still perplexed why this perk wasn't reworked yet for how much strong and braindead is… healed by one health state, sprint burst and on top of that it can be used even when exhausted…

Comments

  • HolyDarky
    HolyDarky Member Posts: 845

    The Perk is still really good but now much fairer than before: You have no longer this stupid situation where a survivor comes full health from a hook and the nerf to three seconds makes it much fairer against weaker killers. And of cause, it no longer wakes you up when you play against Freddy. It is has also the requierment that you all generators need to be completed to get active. I remeber when the developers announced the nerf to Adre and everybody pretended that this will make the Perk ueseless. But it is still in the Top 10 of most used Perks because it is still strong but no longer too strong.

    In my opinion the Perk is fine and there are more unhealthy Perks than Adrenaline.

  • Ayodam
    Ayodam Member Posts: 3,200

    How else could it be changed in a way that makes it viable? It no longer activates with a delayed effect when a survivor is on hook.

  • smokinggosling
    smokinggosling Member Posts: 77

    we're doing this again? im so tired man 😭

  • Rulebreaker
    Rulebreaker Member Posts: 2,100

    You still get the speed burst do you not? You still might have teammates willing to take hits for you do you not? The previous version was, to put it in similar terms for the killer, "Sorry the survivors finished everything and got the unhook, they're free to go". It fixed frustrations while still being fair.

  • fussy
    fussy Member Posts: 1,717

    I think on its on it's fair perk, but when whole SWF have it, it become no doubt most braindead and unfair perk in the game. Just bring some comp bone / key / Eyrie, ignore healing, clue to gens with Resi, take some hits for friends on last gen, and here you are, literally free escape no matter what.
    Because killer stacking slowdown is unfair, but survivors bring bunch of second chances is fair, you know.

  • Akumakaji
    Akumakaji Member Posts: 5,489

    Thats why I think the best and easiest way to nerf bully or hardcore SWFs, without hurting casual SWFs much or soloQ at all would be this:

    when you have a SWF, no doubling of perks allowed, every perk in the SWF has to be unique. This would shut down the aweful feeling of going against 4 DH, 4 Unbreakable, 4 DS while churning out gens with the power of 4 Resilience etc. or being thrown into a "fun" 4 Head On match on Dead Dog or Hawkins, while leaving the casual SWFs mostly unaffected. One or two perks would have to be changed by one person or another, but who cares, everyone is running something fun most likely.

    And soloQ players would be completely unaffected by this change, as it only prevents premade groups from doubling up, if a soloQ MMR throws 4 DHs into on lobby, so be it.

  • fussy
    fussy Member Posts: 1,717

    That exactly what I suggested million times here, I completely agree. I think some survivors perks are restricted because of existing of SWF, and after this change they can be buffed.

  • HexHuntressThighs
    HexHuntressThighs Member Posts: 1,245

    The problematic part of it is that it can either be garbage and not do anything. Or it can be insane and completely reset a team that was kicking your butt all game.

  • RenoPro
    RenoPro Member Posts: 69
    edited August 11

    It already getting a nerf some months ago now the sprint is like 3 sec if i'm not wrong and if u are hooked you will not regain full health. It basically got worthless if u are solo Qing.

    And it was nerfed bc of stacks of survivor that abused it, another time when solo Q survivor are getting penalities thanks to the dev that try to balance the game around stacks.

  • RenoPro
    RenoPro Member Posts: 69

    The problem then is not the perk but survivor stacks squad.

  • TieBreaker
    TieBreaker Member Posts: 994

    If people really want Adrenaline to be weaker, then it needs to activate more than once a match. You can't limit it's effect to only working at the moment the gens activate, if the effect is mediocre. Only brutally strong perks should be this restrictive in their use.

  • Brimp
    Brimp Member Posts: 3,051

    Nah its still very powerful. Well powerful in the right hands. If you're not up to par at the game you wont see much value in it.

  • UndeddJester
    UndeddJester Member Posts: 3,486

    Wait, what are we talking about?

    Adrenaline did get changed/reworked, and it was made far healthier… now there isn't anything anyone can reasonably complain about; it's perfectly fair...

    It still has a very strong effect, but with a meaningful risk vs. reward, and is certainly viable while no longer rewarding a survivor for being caught and hooked...

  • Brimp
    Brimp Member Posts: 3,051

    If your team completes a gen while you're on hook, thats on them. Thats a player skill issue right there. There is those rare scenarios where everyone has it and its just better to get any adren instead of none for a better chance but most of the time that aint it. Also theres tons of perks that dont do something for the majority of a game but still are used. Thats because survivor on its own is already powerful and perks further enhances that. Also you say exhausted is a disadvantage but how many scenarios are you not already exhausted when the last gen pops? Exhaustion perks by themselves are more than enough to win games and having adren just ignore the already existing effect and give you another 3 second sprint burst along with a health state…. yeah this perk just doesn't need a rework or changes at all.

    A perk in which its power is decided by the teams skill is a perk that is normally fine and doesn't need touching.