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  • @Jago said:

    Yes. Hitting a surv running it sounds like a ######### burger falling on the ground. That gives me anxiety.

    Smack sound is OP makes me so hungry I leave to get a burger

  • All luck. If the gates are far apart the killer might just choose to bite the bullet and take the loss i.e wait by a door until you leave. Other times they're right next to each other and he can see both from one spot, so you can't escape. Just luck.

  • I got her for self care. When I play I make it my goal to leave with max altruism no matter what. Just cause you run into one player like that doesn't mean they're all like that

  • This would make it god tier broken for Spirit, Freddy, and Huntress. More, if it also silenced stuff like chainsaws. This is not the route to go.

  • @Madjura said:

    The power sounds horrifically weak and unfun

    Bella Ciao is insane, it's permanent Bloodlust 1 that doesn't get lost when you break pallets or get stunned

    Second perk can't have perk levels, also horribly weak, would never be used and because of the design you can never buff it so it will always be useless

    Obey is also too weak, unhook perks were never relevant and this certainly doesn't help

    Like I said in the title. This whole thing is useless. It's based on a Netflix original show that I'm a big fan of. It's not a suggestion, just an idea or an artwork.

  • Red Moris are already an immediate loss for the killer. Mori-ing with a red one is no more than a black pip. They're fine how they are.

  • Imagine thinking Freddy or Huntress is the same tier as spirit

  • No no, he's got a point. It's pretty op.

    They should honestly just outright remove lunge. It's stupid and makes no sense. Same with Bloodlust. If I'm skilled enough to loop a killer around infinites it should let me.

    Also remove the window block. That also is stupid. I don't have enough places to go, there's only a window every like 80 feet, and pallets in-between. They should be every 10 feet minimum.

    Yes I'm kidding.

  • He doesn't need to be reworked, but his shock needs to be reliable. That's what hurts him. If you were able to know with 100% certainty that shocking at X moment would stop a survivor from dropping the pallet / hitting the window, etc. he would be in a very good position.

  • @TheKnot said:

    This game has had issues with their servers since release. This company can’t handle making AI

    It doesn't have to even be true AI. They can stand there, program them to run over pallets, etc. I'm not asking for bots mode, just a place to test statistics

  • @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 #########.

  • @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

  • @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.

  • @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.

  • @Im2Shrewd said:

    https://forum.deadbydaylight.com/en/discussion/comment/590062#Comment_590062

    Why do you think this? What’s so poorly designed about Rancor? It’s strong but there’s also drawbacks, can’t get more balanced than that.

    I think perks that help endgame plays for both sides are good for the game, they add variety and give second chances.

    This game would get old quick without these perks or endgame plays in general. Most killers don’t have good exit gate pressure.

    Not only do you just get to outright kill the obsession, something you didn't earn at all, but you also get to instant down them, and know where they're at. You didn't earn any of that.

  • @Johnny_XMan said:

    As if Adrenaline actually needed a nerf.

    You tell me what needs a nerf then.

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/590071#Comment_590071

    It really needs a nerf... Because op refuses to get good. :)

    @Kaiju said:

    I mean it's called ''Adrenaline'' for something , like everybody say just git gud instead of trying to ask for a nerf in the forums

    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.

  • @thesuicidefox said:

    While I agree Adren needs some sort of "nerf" I don't think this would be a good idea.

    I just think that the insta-heal effect needs some sort of prerequisite. I suggested elsewhere that you should need something like 5k BP before you can get it. But you would get the speed boost/exhaustion regardless. This way players need to be active in the game to get the benefit of Adren and since it's BP and not like gens or something, they would need to farm just a little bit before popping the last gen, which means a longer game.

    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.

  • @noneofyourbusiness said:

    Like seriously everyone play Spirit/Nurse with crazy stuff and you now want also nerf survivor's again, NO ONE EVEN PLAY SURVIVORS they're definition of #########. Rly man just GIT GUD

    Anyone who's genuine response is just "git gud" doesn't have a valid opinion. Next.

  • @Im2Shrewd said:

    https://forum.deadbydaylight.com/en/discussion/comment/590039#Comment_590039

    If only it were that simple at high ranks against good survivors. It’s not like generators a hard to complete even while being pressured.

    I don’t agree with nerfing Adrenaline though, since stuff like NOED, Rancor, and Blood Warden counter it anyways. But framing it as a “reward for playing well” is a bit silly. It’s a second chance perk.

    I don't think any of those perks should exist either. Especially Rancor, it's a terribly designed perk and should be outright removed and completely reworked, to not even have a semblance of the same purpose.

  • @DaS_only said:

    Can we please stop touching survivor perks to nerf them? Since MoM we don't have busted survivor perks anymore. Swf is the only issue here, not adrenalin.

    Second response cause it deserves it. No busted survivor perks? Dead Hard guarantees a loop when you wouldn't get one, making your mistake mean nothing. Decisive Strike makes it so you can play stupid and get caught, but get a free escape regardless, making your mistake mean nothing. Adrenaline makes it so you can guarantee your escape when the gens are done, no matter what the killer does, making any mistake you've made mean nothing.

    See the pattern? You have so many second chance perks that it makes it nearly impossible to capitalize on survivor mistakes, something that is, especially lately with all the killer power nerfs that have hit, the only way for a killer to win. You take that away, and you take away the only way for a killer to win. That's why you guys hate Nurse so much, because she reverses the role. You have to capitalize on her mistakes, and she gets to dictate the flow of the game. You hate that, and then you don't see the issue when you do it to us.

    See the issue? Probably not.

  • @KillermainBTWm8 said:

    Yes let's nerf the perks that actually reward the survivors for playing well. The counterplay to Adrenaline is to just not let the gens get done it's simple.

    Saying "The counter to Adrenaline is don't let the gens get done" is the same as saying "The counter to Noed is don't get hit." or "The counter to camping is don't get downed"

    Do you see how stupid that is?

    @DaS_only said:

    Can we please stop touching survivor perks to nerf them? Since MoM we don't have busted survivor perks anymore. Swf is the only issue here, not adrenalin.

    We'll stop touching survivors when they are actually balanced. The reason we see so many survivor nerfs and so few killer nerfs is because since the creation of this game Killers have been extremely underpowered. Only now are we starting to see an actual balance of power, and that's why everyone on the survivor side is getting salty.

    @yourpiggy said:

    https://forum.deadbydaylight.com/en/discussion/comment/590046#Comment_590046

    Any good survivor > Nerf > Perk got nerfed > Onto the next perk > and this is the killer main cicle.


    9 times out of 10 a new survivor perk brought in is game breaking. That's why they get changed so much.

  • @TheGorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/589866#Comment_589866

    I mean come on, it awards the survivor for playing well and punishes the killer for playing poorly. What else do you want? It's a 50/50 perk, and A KILLER should be able to kill all 4 before the game ends, if someone can't do it, well onto the next game.

    @My_Farewell said:

    Tell me where the counter to Adrenaline is.

    The counter is to kill them before they pop the last gen.

    NOED also helps, and if they cleanse the totems to prevent it then you got even more time to kill them.

    Oh I forgot about the super easy and universal counter "just kill them all"

    All the world's problems are solved and this game is now balanced, thank you. NOED is balanced now, cause you just have to not get hit. Same with rancor, just escape. It's easy

    @yourpiggy said:

    https://forum.deadbydaylight.com/en/discussion/comment/589918#Comment_589918

    "You can't use a exhaustion perk or adrenaline is not going to activate"

    Is like saying "you can't use spirit fury or enduring can't activate"

    The perk is fine how it is, you sacrifice a slot, you did your objective you get rewarded.

    Is like bbq, you do your objective (hook people) you get a reward (bp bonus)..


    But BBQ doesn't guarantee a kill the same way Adrenaline guarantees an escape. To top it off, BBQ has so many counters its only real use is the BP bonus. Adrenaline has no counters.

    @TheGorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/589866#Comment_589866

    I mean come on, it awards the survivor for playing well and punishes the killer for playing poorly. What else do you want? It's a 50/50 perk, and A KILLER should be able to kill all 4 before the game ends, if someone can't do it, well onto the next game.


    Considering who holds the power role in this game, it's amazing to me more people don't see that there needs to be less guaranteed ######### in this game. You have so many second chances that getting any kills against an optimal team is nearly impossible.

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/589866#Comment_589866

    More like "pick this perk and get your deserved escape since you were running 3 perks and yet killer didn't manage to kill you".

    The issue is adrenaline has no counter. This gives it a counter by taking away other exhaustion perks, and shortening chases. Giving the killer more time to intervene gens

  • @yourpiggy said:

    A VERY SIMPLE, BUT VERY EFFECTIVE CHANGE TO -ADRENALINE- KILL ADRENALINE.

    there you go, fixed it for you <3

    How does this kill adrenaline. Tell me.

  • @gaymer504 said:

    https://forum.deadbydaylight.com/en/discussion/comment/589822#Comment_589822

    Not exactly. NOED is only useful in the endgame if multiple survivors are still alive. If that’s the case, then the killer has done a bad job. Adrenaline rewards survivors for doing their objective. No one escapes death rewards killers who have failed. So in that respect they are very different

    Yet at the same time, Noed has a clear counter and adrenaline does not. Do totems and noed is useless. Tell me where the counter to Adrenaline is.

  • @TheGorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/589848#Comment_589848

    You don't understand either. I'm not talking about your change, but that it isn't overpowered in the slightest and doesn't need a change. Killers are punished for their poor play, and if anything, just run NOED and see if you maybe can get 1 or 2. I just respectfully disagree.

    Yes, it is. It's basically a perk that says "pick this perk and you get a free escape at the end of the game"

    You're not supposed to get anything for free at any point in the game. This was the problem with the old DS. It was a free escape just for existing. Same with adrenaline and noed, both of which shouldn't exist.

  • @TheGorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/589775#Comment_589775

    No it isn't. It awards the player the benefit because they have gotten to that point. If the killer can't kill someone at that point, who's fault is it other than his/her. It awards the survivors good play, and loses the game for the killer, which is answered because of their poor play.

    You don't understand. The perk is still useable at the endgame. This just means that you can't combine it with other exhaustion perks, meaning that previous chases will be shorter, and give the killer more time to intervene gens.

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/589826#Comment_589826

    Say someone has Adrenaline and Dead Hard, and is tunneled the whole game. They are at the verge of a window and are downed. They are already exhausted, but the exit gates are opened. However, because you didn't get adrenaline's effect, you are now being facecamped. Adrenaline isn't OP at all, you could get healed and only a 5 second boost. your exhaustion is refreshed so you have to spend 40 seconds of rest to use other perks again, and this rewards hard work. It does not need a nerf.

    @Ember_Hunter said:

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

    So lose a perk slot until endgame so never use it at all, and what if you are tunneled the whole game and needed the adrenaline? I don't think anyone else thinks it is a good idea.

    Then you shouldn't have used the dead hard and waited for the gen to pop. You can't complain about balanced not working when you already used your sprint burst. This is the same point.

  • @Ember_Hunter said:

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

    So lose a perk slot until endgame so never use it at all, and what if you are tunneled the whole game and needed the adrenaline? I don't think anyone else thinks it is a good idea.

    You're not understanding it. The perk will still activate as long as you're not exhausted. All it means is that it becomes an exhaustion perk. You trade shorter chases for a guaranteed escape at the end game.

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/589775#Comment_589775

    if adren is op then bbq is same level of op, it rewards killers for doing their objective, or rather "lesser" objective as hooking isnt killing everytime

    But BBQ doesn't guarantee a down in the same way that Adrenaline guarantees an escape.

  • @NurseMainBTW said:

    Adrenaline is fine. People that uses it are playing the whole match with one less perk at their disposal, try changing your play-style to apply more pressure instead of asking a nerf that isn't remotely necessary.

    Then Noed is also fine because the people that use it are playing the whole match with one less perk at their disposal.

    See the double standard there?

  • @darktrix said:

    Very effective for killers he means. This would kill the perk.

    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.

  • @CoffengMin said:

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

    agreed survivors need a reward for doing the objective , killers dont deserve an ez endgame if the gens were powered

    The endgame is not an easy win for killers. Especially if they're all alive and at full health, which usually happens with adrenaline. You have to deal with multiple people working on doors with no way of punishing them without playing the 3 only viable killers.

  • @darktrix said:

    Very effective for killers he means. This would kill the perk.

    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.

  • @BillyBoiMain said:

    So you’re saying, even after the Exhaustion is gone it doesn’t activate?

    If you're exhausted when the last gen is activated, then Adrenaline doesn't activate.

  • @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.

    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.

  • @eddie_duckman9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/589771#Comment_589771

    I'm not sure if this is just me but I have only ever gone against 2clowns and 0 plags so perks like that have no real payoff From point of view

    Either run the perk, learn how to play against him, or stop complaining. Killers don't like being forced to use ruin just to have a chance to win. And that's not even situational, that's just a constant need.

    in No Comment by newavitar
  • @Ember_Hunter said:

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

    So give it a mega nerf? It isn't really that overpowered in the first place...

    It's not a massive nerf, and it is overpowered. The perk still Functions the same. The only difference is you can't run it with exhaustion perks.

  • Because of the nature of Moris, being able to just outright stop one and make it unusable would be too much. If you make it so it can only be used during the time that the "kill" bar is being filled, that would be more plausible.

    Also...you want another DS in the game? Really? We shouldn't have had the first one at all. How it is now is fine, and in no way justifies a second version.

    The ability to carry survivors is a really fun idea that I do like. However, I would maybe increase the slow amount. Carrying a person is not as easy as you think.

    The other perks sound situational but fun.

  • YouTuber does good with killer therefore killer is OP :(

    Tru3 can dominate with any killer. Even the ######### clown, Ghostface, Wraith, even Freddy. Are they OP as well?

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/584805#Comment_584805

    So learning nurse to a certain point allows a nurse to win every game. This is balance, in your mind? Because that's how it is right now.

    You say that you only lose to a nurse that is better than you are. It's amusing that nurse mains actually believe this. Once a nurse reaches a skill plateau, there is nothing survivors can do. It might as well be a single-player game at that point. It is not fun, nor balanced to have no chance to win.

    Continue playing your nurse with the mindset that you have earned free wins because you have learned how to play her. If nurse does eventually get the nerf that is long overdue, it will be satisfying knowing that players like you will have to actually learn how to play killer.

    It's gotten to the point that you obviously can't be reasoned with. So, I will default to "Learn to play against her and stop complaining."

  • @MySpaceBarsBroken said:

    https://forum.deadbydaylight.com/en/discussion/76268/the-nurse-little-nerf

    What about this- remove her from the game entirely because her abilities might as well read "ignore every mechanic designed in the game". She benefits from every survivor nerf and ignores every general killer nerf. Her terror radius might as well be 0 since it just doesnt matter since she can be anywhere in an 80m distance in .1 second. Saying her lunge is broken and overpowered is a huge understatement.

    IF ANYTHING. She should have a black screen no vision while teleporting. Her distance needs to be nerfed. And her terror radius should increase while she is charging, the more she charges the bigger the terror radius. There should be some kind of brief animation at the location she teleports to, before she just appears there.

    Not only is outright removing a killer lazy balancing, but she's too integrated into the game to be removed at all. She is not broken, at all. Like I said, she is easily the most balanced killer in the game. Her entire kit is nothing but a skill curve. You only die to nurses that are better than you. There's no luck. There's no fault to map, to layout, or anything. A Nurse wins by being good, and loses by being bad. This is how all killers should be, but because of the core mechanics of the game, it's just never going to happen.

  • @Clopotel said:

    https://forum.deadbydaylight.com/en/discussion/comment/584719#Comment_584719

    Then we should remove the pallets. What's the role for them ?

    Pallets are the core way for a survivor to extend a chase for every killer besides the nurse. However, you can't remove them for solely Nurse either, because it would still hinder the survivors, since there are a lot of plays that can be used on Nurse using pallets. Rare, but possible and very important

  • No. This is easily countered by just staying close to her. You'd be surprised how quickly survivors at high ranks memorize distances. She would become unusable at high ranks.

    Despite what everyone is complaining about, the Nurse is fine. She's one of the only killers that hold the power role, as it should be in an asymmetrical game. If the Nurse is good, you will die. Period. If the Nurse is bad, you will live. No doubts. You only lose to a nurse that is better than you are, unless you get sandbagged by your team. In that case, that's not the Nurse's fault, that's your team.

  • Blinded her too early. You gotta time it better, because blinding during the animation doesn't do anything. You have to blind her when she's out of the animation, but use the lock to set it up

  • @Remi1993 said:

    This could be interesting... Awesome idea man, better this than Chuck Norris.

    Chuck Norris isn't powerful enough

  • @OGlilSPOOK20 said:

    No clue why you're even here saying this and all I were doing was explaining what happened. No need for the "git gud" talk dude. I swear some ppl.

    Just eat the loss and move on. Simple.

  • @My_Farewell said:

    Concussed survivors will have their position revealed by other survivors calling them a pussy.

    Please tell me where to sign for that.

    Breathe to sign

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