I mean, adrenaline is one of the most tame meta perks tbh... It doesn't really need to be nerfed as much as people claim, nor can it be nerfed in any practical way without completely destroying the perk.
The perk is only a real threat at the end game, and has no real barrings during the beginning, middle, and close to end of the game... Its only useful if all generators are complete and if a Survivor is injured before it's activated or not.
It's debatable that it's "fair" but to me it's very easy to work around this... Before all generators are complete, you can possible down a Survivor than wait till the generators YOU KNOW are going to finish before you can even get there, than just wait till they get up and down them again...
That, and the perk is centered around only working at the end, it isn't really something to worry about if you can down all the Survivors before the generators are done the perk is basically worthless then...
Adrenaline isn't nearly as deserving of a nerf as most of the people complainging about it think it does.
By picking it you pretty much are playing with 3 perks for the entire game to get a single strong 5 second boost + heal near the end of the game. You also run the risk of never even making it to end game if you choose it.
I dont think it needs a drastic nerf. My reasoning is that while not grossly OP by itself, its that it usually ends up combining two objectives (kind of) for the price of one. So instead of having the pressure of having players hurt, survivors hardly have to choose whether to heal or finish gens for a free heal. I mean I think their should be at least some form of requirement. Not sure where everyone got the idea that every perk needs to be active all the time to be good or too good. Btw I play survivor mostly, but killer as well. Thanks for the input!
I dont think it needs a drastic nerf. My reasoning is that while not grossly OP by itself, its that it usually ends up combining two objectives (kind of) for the price of one. So instead of having the pressure of having players hurt, survivors hardly have to choose whether to heal or finish gens for a free heal. I mean I think their should be at least some form of requirement. Not sure where everyone got the idea that every perk needs to be active all the time to be good or too good. Btw I play survivor mostly, but killer as well. Thanks for the input!
The perk doesn't really need a nerf in-general, and if you did nerf it it's literally impossible to do so without making the perk kind of useless...
Like, the speed boost is the same for every exhaustion perk, how would you nerf an extra health state? and... that's about it...
I mean, you could make adrenaline give you that new condition insta heal has where in 6 seconds you're fully healed, but the speed boost kind of makes that point moot, and if you sprint burst away to a loop than it'll just activate anyways...
If the Survivors were able to finish 5 generators without any of them dying, than it kind of falls on the Killer than doesn't it?
Adrenaline is fine as is. The only people who complain about it are the killer equivalent of people who complain about NOED. Both are fine (though a totem counter would be nice on both sides. Not knowing how many are up is kinda silly)
How about two conditions for the perk. For the heal you need to be in the Killer's terror radius. For the 5 seconds Sprint burst you need to be in an actual chase with the Killer. Done.
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Comments
Its an out of the jail card, strong not op tho.
Edit: nerf, not nerd lol.
@somniuh
I mean, adrenaline is one of the most tame meta perks tbh... It doesn't really need to be nerfed as much as people claim, nor can it be nerfed in any practical way without completely destroying the perk.
The perk is only a real threat at the end game, and has no real barrings during the beginning, middle, and close to end of the game... Its only useful if all generators are complete and if a Survivor is injured before it's activated or not.
It's debatable that it's "fair" but to me it's very easy to work around this... Before all generators are complete, you can possible down a Survivor than wait till the generators YOU KNOW are going to finish before you can even get there, than just wait till they get up and down them again...
That, and the perk is centered around only working at the end, it isn't really something to worry about if you can down all the Survivors before the generators are done the perk is basically worthless then...
Adrenaline isn't nearly as deserving of a nerf as most of the people complainging about it think it does.
By picking it you pretty much are playing with 3 perks for the entire game to get a single strong 5 second boost + heal near the end of the game. You also run the risk of never even making it to end game if you choose it.
I dont think it needs a drastic nerf. My reasoning is that while not grossly OP by itself, its that it usually ends up combining two objectives (kind of) for the price of one. So instead of having the pressure of having players hurt, survivors hardly have to choose whether to heal or finish gens for a free heal. I mean I think their should be at least some form of requirement. Not sure where everyone got the idea that every perk needs to be active all the time to be good or too good. Btw I play survivor mostly, but killer as well. Thanks for the input!
The perk doesn't really need a nerf in-general, and if you did nerf it it's literally impossible to do so without making the perk kind of useless...
Like, the speed boost is the same for every exhaustion perk, how would you nerf an extra health state? and... that's about it...
I mean, you could make adrenaline give you that new condition insta heal has where in 6 seconds you're fully healed, but the speed boost kind of makes that point moot, and if you sprint burst away to a loop than it'll just activate anyways...
If the Survivors were able to finish 5 generators without any of them dying, than it kind of falls on the Killer than doesn't it?
Adrenaline is fine as is. The only people who complain about it are the killer equivalent of people who complain about NOED. Both are fine (though a totem counter would be nice on both sides. Not knowing how many are up is kinda silly)
How about two conditions for the perk. For the heal you need to be in the Killer's terror radius. For the 5 seconds Sprint burst you need to be in an actual chase with the Killer. Done.
I thought of an change to this Perk a long time ago. It wouldn't really nerf the perk but make it viable during midgame and not just endgame.
Adrenaline:
And to compensate that, here a little change for Noed:
Hex: No one escapes Death renamed to
No one escapes Death:
When the Exit Gates are powered all Survivors suffer from following status Effects for the rest of the Trial:
Ehh, i don't really think it needs a nerf.
BUT i love making ideas, so it's time to trigger some Adrenaline mains! 🤭
Old Adrenaline
You are fuelled by unexpected energy when on the verge of escape.
You do not recover from Exhaustion while running.
New Adrenaline
You are fuelled by unexpected energy when on the verge of escape.
You do not recover from Exhaustion while running.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.