Adrenaline is being reworked (almost definitely NERFED) confirmed

So this perk - whilst annoying in rare occurrence where 4 people running it does not deserve a nerf imo.

If the killer win rate, at 60-70% it means this perk does very little as it requires 5 gens to be done.

I think if this change is another extreme one, I will then surely know that the Dev's have lost touch with the player base.

I'm hearing people are currently upset with resilience too.. getting speed bonus for being injured. Like... its the same as saying killers shouldn't make survivors exposed for just hooking another survivor (chucky perk).

Where does it end... this needs to stop its really bad.

Comments

  • For all the people saying that killers shouldn't complain about Adrenaline, because it's a reward for completing the objective.

    Pop and Pain Res have both received nerfs despite being perks that rewarded the killer for completing their objective. And I still see people complain about those perks on the forums.

    So ultimately it doesn't matter if the perk rewards the player for playing well, it can still be nerfed and still be complained about.

  • @Crowman said:

    For all the people saying that killers shouldn't complain about Adrenaline, because it's a reward for completing the objective.

    Pop and Pain Res have both received nerfs despite being perks that rewarded the killer for completing their objective. And I still see people complain about those perks on the forums.

    So ultimately it doesn't matter if the perk rewards the player for playing well, it can still be nerfed and still be complained about.

    Not a good comparison as those perk can activate multiple times. I feel like a better comparison would be no way out. Both are endgame perks, activate one time and reward you for playing well

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676789#Comment_3676789

    Not a good comparison as those perk can activate multiple times. I feel like a better comparison would be no way out. Both are endgame perks, activate one time and reward you for playing well

    This is a much more fair comparison, both reward you in the end-game for doing your objective during the course of the match.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675978#Comment_3675978

    I've seen this argument so many times.

    If you want to use this argument you're either misunderstanding how statistics work or arguing in bad faith.

    60% kill rate roughly equates to an on average, 2.5 kills per game, meaning that survivors are seeing 1.5 people escape on average.

    When looking at this statistically, an above average game for killer would mean that they would receive a 15% increase to their kill rates, landing them at 3 kills on an above average match with 1 survivor escaping.

    An above average game from the survivors would land them at a 55% escape rate, meaning that even when survivors play above the average match threshold, they are are only getting 2.2 survivors out on average.

    2 Kills, 2 escapes is considered a draw for the killer.

    So, even while using this example of not equating kill rate and win rate, a below average game for killer statistically equates to a draw, 2 kills on average.

    At this point, what more do you want? Draws are a part of the game, the "win rate" should not be 50% or higher, so many people forget that shooting for a 50% win rate means that the spread would look more like 50% win, 30% loss, 20% draw.

    I'm willing to bet that the reason the devs are happy with this statistic is the overwhelming number of survivors that kill themselves as soon as they're hooked the first time, thus boosting the kill rate by probably a good few %


    It happens every 2 games for me

  • So some people want to remove the healing on hook. Is there any way to compensate for that because i dont think its fair that the one person gets robbed of a full perk even tho they are technically not dead and they got the gens done.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676594#Comment_3676594

    Agree that Adrenaline should stay untouched.

    Disagree on the "get good" argument. We have now MMR, if anything, MMR should be reworked. We cant tell people to get good, they are already placed at their MMR spot playing against other people who should be on the same level of skill.

    If the perk would be problematic on all kind of MMRs, then sure, Adren would need a nerf, but i dont think it is.

    Mmr isn't real and it never has even worked right even if it was, in reality you're just getting thrown into the fastest possible match with the best connection for everyone involved

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676333#Comment_3676333

    I dont get the complaints either, after adrenaline gets nerfed i suspect players still wont be satisfied and will continue to complain about other perks to get them nerfed as well

    The funny part is that there are currently 137 survivor perks. Yet they focus on the same handful of perks rather than improving the ones that nobody is using. 🤣

    Cuz god forbid the survivors get a health state and a mini sprint for completing 5 generators. 😳

    @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676789#Comment_3676789

    Not a good comparison as those perk can activate multiple times. I feel like a better comparison would be no way out. Both are endgame perks, activate one time and reward you for playing well

    Agreed. Imagine if after each generator is completed survivors receive a health state. That would be a much even comparison.

    Also PS. LOVE the name! x

  • @Johnny_XMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676787#Comment_3676787

    The funny part is that there are currently 137 survivor perks. Yet they focus on the same handful of perks rather than improving the ones that nobody is using. 🤣

    Cuz god forbid the survivors get a health state and a mini sprint for completing 5 generators. 😳

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676810#Comment_3676810

    Agreed. Imagine if after each generator is completed survivors receive a health state. That would be a much even comparison.

    Also PS. LOVE the name! x

    yeah instead of making perks like counterforce, rookie spirit, inner strength, up the ante, poised better lets just nerf perks and then continue go nerf other perks

    Also yes i love jean grey, my 3rd favorite xmen lol

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676728#Comment_3676728

    Sure, nothing wrong with making rules for yourself. However for the discussion, 2 kills / 2 escapes keeps being a draw.

    EDIT: You said "a draw is when neither side complete their objective." and that has nothing to do with the actual draw. Killer outcome is disconnected from survivor outcome, since this is not a team based game.

    Killer either has 0 or 1 kill (loss) 2 kills (draw) 3 or 4 kills (win)

    Survivor on the other hand has only win (escape) or loss (die). You dont win as a survivor when you die but your 3 teammates make it out - it is still an individual loss.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676746#Comment_3676746

    Dont forget 0K = loss.

    If there would not be the possibility for 0K, there would not be a draw in DBD since only 4 possible outcomes.

    that has nothing to do with the actual draw. Killer outcome is disconnected from survivor outcome, since this is not a team based game.

    that is something I disagree with. even in regards with MMR system.

    I think that the result should be based on number of survivors escaping.

    For example :

    0 kills

    All survivors gain MMR.[25 MMR gain] -> This value is multiplied by 2x if outside rating scope.

    1 kill/3 escape

    Survivor A: loses no mmr(but gains no MMR)

    Survivor B, C,D: Gain MMR[20 MMR gain]

    2 kills/2 escapes

    Survivors A & B lose no mmr[but gain no mmr]

    survivors D & C Gain MMR[15 MMR gain]

    3 kills/1 escape

    Survivors A/B/C lose MMR. (20 MMR)

    Survivor D Gains no MMR

    4 kills

    All survivors lose MMR. (25 MMR) -> Doubled when rating is outside scope.

    From an objective stand-point in my system, you need to gain 3 kills or 4 kills as killer to gain MMR(Win) and all other results are considered losses.

    With how current system of MMR works, where dying = loss and escaping through exit gate = win. your encouraged to play selfishly. In my system, you would be encouraged have as many survivors escape as possible.

    --

    Your drawing is correct in current system because if you kill two survivors[lose 20 MMR] and two survivors escape[killer loses 20 MMR], you gain net 0 MMR which is a draw but that is not reflective game result. Survivors escaping through exit gate should be counted as a win and killer should be getting a loss.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676754#Comment_3676754

    that has nothing to do with the actual draw. Killer outcome is disconnected from survivor outcome, since this is not a team based game.

    that is something I disagree with. even in regards with MMR system.

    I think that the result should be based on number of survivors escaping.

    For example :

    0 kills

    All survivors gain MMR.[25 MMR gain] -> This value is multiplied by 2x if outside rating scope.

    1 kill/3 escape

    Survivor A: loses no mmr(but gains no MMR)

    Survivor B, C,D: Gain MMR[20 MMR gain]

    2 kills/2 escapes

    Survivors A & B lose no mmr[but gain no mmr]

    survivors D & C Gain MMR[15 MMR gain]

    3 kills/1 escape

    Survivors A/B/C lose MMR. (20 MMR)

    Survivor D Gains no MMR

    4 kills

    All survivors lose MMR. (25 MMR) -> Doubled when rating is outside scope.

    From an objective stand-point in my system, you need to gain 3 kills or 4 kills as killer to gain MMR(Win) and all other results are considered losses.

    With how current system of MMR works, where dying = loss and escaping through exit gate = win. your encouraged to play selfishly. In my system, you would be encouraged have as many survivors escape as possible.

    --

    Your drawing is correct in current system because if you kill two survivors[lose 20 MMR] and two survivors escape[killer loses 20 MMR], you gain net 0 MMR which is a draw but that is not reflective game result. Survivors escaping through exit gate should be counted as a win and killer should be getting a loss.

    I mean your suggestion, other than the 2k, is not that far off the mark on how it works right now. A survivor who escapes with the other three dying gains very little, and the survivor who dies when the other three escape loses very little, you are just changing very little into a 0.

  • What perk are people going to QQ about next? Most groups don't even make it to end game.

    fwiw I don't use the perk, as I've found it's usually a waste already.

    I feel like the people who make these changes do not play their own game.

  • even tho I barely use adrenaline and main killer still said to see an OG perk done dirty. I bet the devs are going to make adren a healing only perk then add a new survivor perk that gives haste when you do gens or vise versa. <That's just my own speculation tho.

  • All they have to do is remove the wake up effect. Anything other than that is overkill.

  • I use the end game GG algorithm to determine whos won.

    Survivors say GG, killer says nothing. Survivors won. Killer says GG, survs say nothing. Killer won. At least two survivors and killer say GG, it was a draw. One survivor, Killer says GG. Survivor got hatch.

  • If they nerf Adrenaline they also should nerf noed to the ground thats just fair

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