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Question to killers about adrenaline?
I’ve seen some killers complain and ask for an adrenaline rework/nerf. What kinda rework/nerf ideas do you guys have in mind? I’d like to see some ideas!
Comments
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Im a killer main and I dont see any problem with the perk itself.
The problem is that it's too easy to genrush and not risky at all if survivors want to stay injured, therefore that's what makes this perk "broken".
Adrenaline doesnt need any rework or nerf, gens need that #########
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I have no problem with it at all. The perk itself is fine as it is.
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If i can change it i will make it so only give you ether heal or speed. If you are dow it's will heal you to injurt and if you are injurt or healthy the speed.
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Nah, this perk is fine, but the legion nerf nope.
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Adrenaline is fine. It rewards the survivors for doing their job which is a good thing. However the speed at which gens can be done makes it more powerful than it should be.
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do you know the times on repairing gens?
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80 seconds each
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The only thing i would change is to not give hooked survivors full health back upon being unhooked. Leave the speed boost as it is.
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Perk is fine, mildly annoying but it's really only rework worthy when being run by all four survivors which rarely ever happens.
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I don't have that much of a problem with it, just sometimes it can feel like a big F You if you're chasing a survivor and they get Adrenaline
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high risk/high reward. it's fine
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This
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What makes running Adrenaline high risk? I only see high rewards??
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it should not wake you up.
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80 seconds with 1 person
44.44 seconds with 2 people
33.33 seconds with 3 people
28.57 with 4
for each person working on a gen besides you you receive a 10% penalty to repair
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Play the ENTIRE match with 3 perks.
That slot could be used by borrowed time..
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And make wake up wake you up, as it should be
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Perk is fine, gen speeds are the issue. Adrenalin is meta because survivors are getting better at always being on gens.
Sure its annoying to have someone tank a hit on the last gen because they know Adrenalin is gonna save them, but its not OP or anything like that.
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Noed counters it. I’m fine with it.
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I would like to see a timer applied to the final gen, Say 40 or so seconds where you can get Adren but once that is up after the last gen is popped you should no longer get it. For example say I hook 3/4 players and the last one manages to get away and pop the final gen, there should be a timer on the buff and not just be forever waiting to get off that hook and get a full free heal included. Pull off the save within the timer and Im fine with it but say its a fresh 1 hook and they go into the last few seconds before sacrifice and they still get the Adren long after the fact and that is when I get annoyed with the ability.
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Doesn't need one. Adrenaline's fine by me.
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I don't have a problem with Adrenaline itself outside of it waking up survivors. I do think there should be a limit on second chance health state items and perks per survivor though. MoM, plus Adrenaline, plus an instaheal on the same survivor is crazy
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The haste part of Adrenaline is perfectly fine with me, but the fact that it heals you a health state is bs. Remove the healing portion and the perk is fine
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I personally dislike Sprint Burst, it's really annoying starting a chase already in extra disadvantage, I'm not saying I want to perk gone tho. Rather I want a similar perk that gives a speed boost to Killers under certain circumstances, Then i'd feel a lot better about THAT one annoying perk, at least then it would be fair.
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Since the core mechanics that allow gen rush do not require any Perks whatsoever, that is not a risk.
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You run three perks till the end-game. I guess noed has no risk.
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What is the point of this question in regards to this thread? What does NOED being risky or not have to do with what Killers think about Adrenaline?
This is an honest question, because I honestly don't get what you're trying to say.
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@DocOctober you said their was no risk to adrenaline despite only running three perks until (If) you make it to the end-game. I put noed in place of adrenaline and said said “I guess noed has no risk”
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Only thing I would change would it be totally dominating Freddy at the end game. Otherwise, the reason it's strong is how the generators are designed and the time they take to finish compared to how long it takes to transverse the map and for survivors to degrade on hook.
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And what are you trying to achieve with this?
NOED and Adrenaline are two different pairs of shoes.
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@DocOctober they are both end-game perks that come with a risk. The only difference is that one is a survivor perk and one is a killer perk.
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So, by your logic, Hope is equivalent to Bloodwarden?
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If you describe them rather vaguely, that might be true, but I beg to differ.
NOED has the risk of never activating should all Totems be destroyed and even if it should activate, there is still the potential of it being destroyed before the Killer got any use out of it. Survivors Totem-cleansing is a reliable method to stop NOED from activating.
Adrenaline can't be reliably prevented from activation, the only time it does not is when you are hoisted onto the Killer's shoulder during the Gate power-up, something the other Survivors can time perfectly thanks to the Aura-reading of a downed Survivor being picked up, thus reliably preventing a non-activation post-unhook to occur.
All in all, Adrenaline is a pretty risk-free Perk in comparison to NOED.
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Adrenaline's probably the most bizarre perk in the game for me to look at.
On the one hand, it does a very good job of rewarding Survivors for surviving long enough for the Gens to be completed, and honestly is quite nice.
On the other hand, it effectively deletes any pressure the Killer had on the game. Speaking from experience as a Survivor, I've been known to simply ignore healing for the last Gen or 2 if I have Adrenaline equipped, which is really unhealthy with how reliant the Killer side is on anti-heal to stall the game tbh.
Honestly if Generator Speeds weren't so ludicrous, I'd say remove the wakeup effect vs. Freddy and remove the healing off of the hook, and see how that plays out. With current Generator Speeds though, I'd say that it's extremely strong, and I've felt despair more than once when I see 2 or 3 Survivors go from Injured to Healthy instantaneously.
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@DocOctober I had no idea it activated if you, oh I don’t know kill them before the gens are done. Both perks run the risk of not activating and you could’ve used another perk that would’ve helped you actually survive/kill.
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Idk as a Killer,but as a survivor I stopped running Adrenaline because I relized I relied too much on that perk.
I think its easily one of the strongest (if not the strongest) survivor perks.
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It's completely fine, the double standards disgust me, killers don't want NOED nerfed but want to see Adrenaline gone.
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NOED has had nothing but nerfs since release.
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@Orion I think you misunderstood me, I don't want NOED nerfed again, I just break the totems, but I do think if Adrenaline was nerfed, they'd have to address NOED because they're pretty much equal.
One takes away a hit, one gives a hit. They both give speed buffs. They're both endgame.
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NOED has been addressed. It used to last forever, then 2 minutes, and now can be disabled before it triggers. So by your logic, Adrenaline should be next.
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@Orion did you just read what I wrote? I meant at their current state they're equal perks. Adrenaline can be disabled by simply not letting the gens get done. It's tough to not let it get done, but it's also tough to find all the totems without small game. You have perks to help disable both. I'm not going to bother debating this since Im undoubtedly right about this one.
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Why are they equal now? NOED hasn't changed in its effect, except that it can be destroyed at any point during the trial, before the killer even knows it happened.
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So, Adrenaline can be destroyed but the survivors know. NOEDS destruction can be known using Thrill of the hunt and on top of that, you can protect the totem. Ez fix.
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Adrenaline can by you doing your objective same as noed.
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NOED jumps on any random totem. Taking a perk just to get some use out of another perk is absurd. And you still haven't addressed the fact that NOED's effect has not changed, meaning that according to your logic, it was equal to Adrenaline before it was hit with the nerf hammer, and therefore Adrenaline needs to be nerfed.
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Your logic is that NOED and Adrenaline are two sides of the same coin because their effects are similar, only reversed. Therefore, to nerf one, the devs would need to nerf the other.
However, NOED has had the same effect since the game was launched, meaning that it was always analogous to Adrenaline, and yet it was nerfed multiple times. Therefore, since NOED was already nerfed, Adrenaline needs to be nerfed as well.
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