A very simple, but very effective change to Adrenaline

You are fuelled by unexpected energy when on the verge of escape.

Instantly heal one Health State and sprint at 150 % of your normal running speed for 5 seconds when the Exit Gates are powered.

Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed.

Adrenaline will wake you up if you are asleep when it triggers.

Adrenaline will not activate if exhausted

Causes the Exhausted 

Status Effect for 60/50/40 seconds.

You do not recover from Exhaustion while running.

Unique to Meg Thomas until Level 40, at which point its Teachable version can then be learned and taught to the other Survivors

IconStatusEffects exhausted.png


IconHelp exitGates.png

This makes it so it becomes a true exhaustion perk. It will be the only one you run in the game, unless you want to risk being exhausted when the last gen is done. This will mean either the survivor doesn't have any other exhaustion perks to extend chases and waste time, this allowing the killer more time to intervene gens, or it will mean that they exchange in chase time consumption for end game second chances.

Comments

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/76754/a-very-simple-but-very-effective-change-to-adrenaline

    No.

    Fairly straighforward reason for my objection. Exhaustion is one of Meg's own perks, as is Sprint-Burst.

    Meg has like most characters a thematic basis for her perks; she is an athlete and her perks are based on her fitness and agility. There is an achievement for using all of her unique/teachable perks in a match and escaping.

    Looking at all of the unique perks for each character, some have better synergy together than others, yet not one of them actively conflict or cancel-out another: https://deadbydaylight.gamepedia.com/Perks

    If this proposed change were to happen, it would be the first time this did happen: that a character's unique perks were actively co-detrimental. With Meg in particular, there is an issue of adding restrictions to perks which already have them. Sprint-Burst has no separate button to activate it: in order to conserve it the player must forgo running until it's needed. Adrenaline will cause exhaustion even if no healing or movement is done when it activates, hindering the use of Sprint-Burst.

    So if this suggestion were used by the devs, it would no longer be possible to object when it was done to other characters and perks on the basis of how it destroys their theme or creates conflicts between their unique perks. I am a killer-partisan: I am of course thinking of the devastation that could be wrought on killers if it were possible to change their unique perks in the same way.

    That's actually completely incorrect.

    Myers.

    Dying light:, kill the obsession for a massive progress slowdown.

    STBFL: Keep the obsession alive but don't hit them

    PLYF: Chase the obsession, keep them alive, don't hit anyone.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/590074#Comment_590074

    https://forum.deadbydaylight.com/en/discussion/comment/590086#Comment_590086

    I get to kill two birds with one stone, awesome.

    Anyone who unironically says "git gud" in response to a nerf suggestion doesn't have a valid opinion. Next.

    Anyone who unironically says Adrenaline is a free escape doesn't have a valid opinion.

    The reasons against the nerf have been estated already, but since you can't handle replies which disagree with you then you get our simple but yet effective advice, which is to get good.

    Good luck.

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/590089#Comment_590089

    Anyone who unironically says Adrenaline is a free escape doesn't have a valid opinion.

    The reasons against the nerf have been estated already, but since you can't handle replies which disagree with you then you get our simple but yet effective advice, which is to get good.

    Good luck.

    I have literally replied to every comment except one on why their counter wouldn't work. Try giving me actual counter arguments instead of being a dick.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/590087#Comment_590087

    That's actually completely incorrect.

    Myers.

    Dying light:, kill the obsession for a massive progress slowdown.

    STBFL: Keep the obsession alive but don't hit them

    PLYF: Chase the obsession, keep them alive, don't hit anyone.

    I am aware of this but now explaining my position becomes more complicated, but it's still unchanged. I do not regard Myers' unique perks as originally designed or as they are now to be irredeemably co-detrimental.

    In a nutshell: you're asking me to look at Myers' perks in terms of how they are de facto used and the passive-conflict created by how they are used, rather than thematic consistency and active-conflicts. For clarity: I regard your proposal as introducing an active-conflict between Adrenaline and SB because they would block each other both ways. Currently, Adrenaline blocks SB by triggering Exhaustion but not the other way round; Adrenaline activates even with Exhaustion up. Why this matters is probably the reason why the devs made Adrenaline immune to Exhaustion in the first place: it is already situational to the point where it can not act as a stand-in replacement for another Exhaustion perk. Myers' perks belong in the passive category because all three can be used together and any conflict only goes in one direction, but if you use all three your direction of choice should be killing the Obsession ASAP and the two perks you are aiming to lose assist with that. Getting one person removed very early on usually gaurantees a 4k.

    Now the TL;DR bit.

    STBFL was changed since Myers was released, in my view all of the changes have been progressively worse and unjustifiable.

    STBFL as it was originally: "As long as your Obsession is alive, the cooldown of missed attacks is decreased by 14/18/20 %. The cooldown of successful attacks is decreased by 25/29/33 %."

    It made it easier to kill survivors, but that includes your Obsession. It was regarded as a strong mitigation to hook-swarming that was popular at the time. All of Myers perks enabled the swift killing of the Obsession and if that was made not-possible due to collective survivor behaviour, the build would make Myers(or any killer) much more dangerous to collective survivors. Dying Light provides a deterrant against survivors actively jeopardising the Obsession in order to give themselves an easier time against a killer no longer benefitting from the other perks.

    The changes to STBFL nudged towards the line for me, but do not cross it as your proposal for Adrenaline does.

    These are not unique perks which are conflicting, but presenting different opportunities according to how the match unfolds and who Myers manages to kill, which is rarely within a killer's direct control. If survivors are not being daft, PWYF is not something to be farmed for tokens but part of the decision-making of changing who your target is if it's a choice between the Obsession/Laurie or someone more vulnerable.

    If we go by the changes to STBFL as it is now, we must also consider the co-mutual changes in the Laurie perks, namely DS which has the function of changing who the obsession is. I actually can't find any reference for whether DS still makes someone the Obsession if the original one has already been killed and if so, if it affects how Myers' perks work.

  • i can't believe this written today, how you can see that way at firstplace

    this game have noed which most killer pick to obvious counter it

  • LMAO, adrenaline is op. K.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/590061#Comment_590061

    Replacing it as an exhaustion perk is what extends the game. With Adrenaline being an exhaustion perk that doesn't take effect until the end of the game, they are forced to run without an exhaustion perk for the rest of the game. This makes chases shorter, resulting in quicker hooks, more overall game pressure, and easier snowball potential.

    But then if the killer has add-ons that inflict exhaustion you can basically get screwed out of your ONLY exhaustion perk. They would basically render Adren completely useless. You're basically just nerfing Adren into oblivion by making that change.

  • Main issues:

    • Add-ons (some yellow and brown, mind you) would counter a one-time use perk in its entirety
    • It wouldn't synergize well with Meg's other perks and her whole idea, really (she's a runner)
    • Adrenaline is a boost. Adrenaline keeps people pushing forward in dire situations. So it paying attention to if you're exhausted doesn't make sense.
    • It doesn't need a nerf.

    Most games you won't make it to end game as survivor. The effectiveness of the perk is largely dependent on the scenario, too.

  • Personally, I would LIKE for it to be a buff to the move speed and a removal of the health state. Doesn't make sense thematically imo for the health state. It's not healing, it wakes you up. But doing that would basically just make it Hope. So we could do the opposite. Remove the move speed, keep the health state. It gives a reason to use Hope, and Adrenaline won't be as powerful as it is. I mean we can all agree Hope is pretty much useless because of Adrenaline as is. Or make Hope the health state and Adrenaline the move speed.

  • @PinkEricka said:

    That doesn’t make any sense though.

    You wake up from adrenaline..... but you get exhausted... but it won’t activate if you are exhausted...

    The whole point of adrenaline is fight or flight mode.

    It kinda takes away the meaning.

    plus adrenaline doesn’t need a nerf. It rewards survivors for finishing gens and is ONLY activated at end-game.

    Exactly, killers shouldn't complain about Adrenaline when they get mad at survivors that complain about Noed and say it's fair.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/589795#Comment_589795

    If you aren't exhausted when the last gen is done it activated and gives you exhaustion. Like using an exhaustion perk.

    Adrenaline needs a nerd. Period. It can and often does outright win the game for you. That's not balanced.

    @newavitar In real life terms, when adrenaline is rushing through you, you can’t be exhausted.

    Adrenaline is fine. If you feel like there is a problem with it then just use NOED. Survivors hardly ever cleanse totems and then complain about how they got hit with it.

  • Reading back my last post, I'm really not happy with it but will leave it up.

    I do however regard Myers' perks as originally designed to be equivalent in how they interfere with each other to how Meg's Adrenaline and SB are now: one cancels-out the other, but both don't cancel-out each other. You can use SB all-match and not be worried towards the end of it jeopardising Adrenaline, but Adrenaline will block SB. Myers' perks as they originally were on his release served the same purpose in regards to dealing with grouped-up survivors, even if they hindered each other outside of that.

    My position is consistent if it remains unchanged: I was opposed to all of the changes to Myers' perks at the time and my issue with Meg having her perks made totally co-detrimental just gives me another reason to think they were wrong. The devs should not have made Myers' perks less thematic and more de-synergised.

  • you just need to get better at the game and then wont feel the need to have adrenaline nerfed. gens are not always all done and if they are, survivors running adrenaline deserve th

  • @Nosplash said:

    you just need to get better at the game and then wont feel the need to have adrenaline nerfed. gens are not always all done and if they are, survivors running adrenaline deserve th

    the effects of the perk.

  • I want to note that just because I disagree with the OP does not mean I think the dishonest arguments being made in this thread are valid.

    Adrenaline has problems and survivors can not defend it as it currently is, at least not on a level playing-field, which is why we're having to read things like 'but whatabout X perk for killers then?'.

  • If I were to nerf adrenaline I'd just make it only proc in a chase

  • You are fuelled by unexpected energy when on the verge of escape.

    The idea you have is interesting and to be honest isn't that bad. Just have adrenaline activate after the current exhaustion has ran out and while it's not as good for swf you can kinda control when it goes off in solo play

  • I play both sides (more often killer) with over 2k hours in the game.

    Adrenaline doesn't need to be touched.

  • Lol.

    People in this thread acting like Adrenaline isn't one of the most used perks in the game because its so easy for Survivors to "genrush" to the end game. Going with one "less" perk for most of the game doesn't matter when you don't need any perks to help you complete your objective, just perks to help you survive and get out.

    I don't think this is a good change but let's not act like Adrenaline is balanced compared to many of the other perks Survivors have access too.

  • @CronaWins said:

    I play both sides (more often killer) with over 2k hours in the game.

    Adrenaline doesn't need to be touched.

    It doesn't work like that. Those making arguments from experience and expertise are generally held to higher-standards than others, not lower; you have a much more difficult bar to reach than 'take my word for it because I got 2k hours'.

    Come up with a better argument.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/589800#Comment_589800

    No, it wouldn't. Like I said, it becomes an exhaustion perk. You don't run it alongside say, dead hard, or balanced landing like you see commonly. If you do, you risk the perk never activating.

    The perk is already not useful half the time. Meaning unless you are injured and in a chase, the perk used up a slot for nothing, which happens quite a lot in my games - especially if no one even gets all the gens done. Killers like you just hate on it because it's a good survivor perk that does something useful when it does come into play. You already got to self care and DS - guess you all figure it is time to try and knock adrenaline down to being a disadvantage instead of a perk.

    And stop crying 'free escape' - they obviously did a lot to trigger the perk, it's not 'free'. That's just sounding ignorant.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/76754/a-very-simple-but-very-effective-change-to-adrenaline

    The idea you have is interesting and to be honest isn't that bad. Just have adrenaline activate after the current exhaustion has ran out and while it's not as good for swf you can kinda control when it goes off in solo play

    I wouldn't mind that. It would still serve to extend the endgame cause they'd be forced to stop and wait for their exhaustion to wear off so they could get the proc. That's all I want, force survivors to slow down and move slower. This solution would solve both a slight slowdown of gen progress, *and* a slowdown of endgame

  • @OGlilSPOOK20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/589795#Comment_589795

    Exactly, killers shouldn't complain about Adrenaline when they get mad at survivors that complain about Noed and say it's fair.

    NOED isn't fair, but at least it has a counter. If I had my way, Noed, Rancor, Adrenaline, perks like that wouldn't exist. Especially rancor. Outright delete that #########.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/589819#Comment_589819

    The perk is already not useful half the time. Meaning unless you are injured and in a chase, the perk used up a slot for nothing, which happens quite a lot in my games - especially if no one even gets all the gens done. Killers like you just hate on it because it's a good survivor perk that does something useful when it does come into play. You already got to self care and DS - guess you all figure it is time to try and knock adrenaline down to being a disadvantage instead of a perk.

    And stop crying 'free escape' - they obviously did a lot to trigger the perk, it's not 'free'. That's just sounding ignorant.

    The trigger for Adrenaline is the gates being powered. The trigger for Adrenaline is not the person who has it equipped necessarily having done anything to contribute.

    The perk not being useful at certain times is not an argument that it is balanced; you can't make that argument in isolation and ignore the context that it exists in. Several perks in the game for both sides are not useful even most of the time but have situational uses and their strength in those situations reflects it.

    I don't agree with the OP's proposal but his assessment of Adrenaline is accurate: much of it's excessive utility comes from the fact that it is able to over-lap multiple times with many other features the survivors have as options for 2nd-chances, snow-balls and rubber-bands. It has too much synergy, as is the case with many 2nd-chances the survivors have.

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