The Wake Up feature of Adrenaline needs to be less punishing on Freddy.
PSA: There’s no arguing that Adrenaline is a very strong perk. But I firstly want to be 100% clear that I do not want this post to divulge into suggested changes/nerfs to the insta-heal and 150% speed boost, or into a NOED vs Adrenaline post either. Save that for another post please, as there are already plenty of them.
Adrenaline is a strong perk against every single killer in the roster. There’s no dispute here. But for Freddy Adrenaline screws him over much, much more than any other killer with the additional Wake Up feature, much more so than it screwed old Freddy. As a Freddy veteran, Adrenaline was nowhere near that much of a problem to deal with than it is currently, and I will outline why.
Old Freddy facing Adrenaline wasn’t a tremendously big deal. My meaning being: Adrenaline is a nuisance but it didn’t give old Freddy any greater challenge than what Adrenaline gives to any other killer, even with the additional Wake Up mechanic that the perk provides. The maximum length of time it could take to put a found survivor right back to sleep again would be 9.5 seconds if using Class Photo & Green Dress. So if you were already currently in a chase at Adrenalines activation, it didn’t take long to put the survivor right back to sleep again. Furthermore if all other remaining survivors were awake (due to Adrenaline or otherwise), if old Freddy kept up the run n gun strategy with Dream Demon to re-put all remaining survivors back to sleep again during the endgame, old Freddy was capable of some pretty strong endgame pressure despite being limited offensively to just the basic attack. Endgame pressure, even without NOED, was achieved by:
- delaying the opening of the exit gates due to the severe action speed penalty (even just the default action speed penalty)
- directly pressuring survivors by monitoring their auras to know who is going for which gate, or who is on a switch, and acting accordingly, even at the expense of breaking current chases.
This, of course, was exasperated by any add-ons that further debuff survivor action speed, and extrapolated by using Remember Me with maximum tokens, and the Obsession already dead. Even with the change implemented at the onset of EGC with dramatically reduced exit gate opening time, and a significant nerf to Remember Me, old Freddy still had significant capability to draw the endgame out and turn a potentially losing match around.
Now we need to look at the massive, unbalanced problem Adrenaline presents to reworked Freddy, and why the Wake Up mechanic needs to go (but not entirely gone, I’ll explain later).
New Freddy already loses a significant amount of power at the endgame by the total loss of the gen teleport. Adrenaline is so common, and 4 people squads running Adrenaline although far less common are FAR from being rare either. For all intents and purposes, Adrenaline can now render Freddy completely powerless at the endgame for a guaranteed 60 seconds, the survivors being immune to all of Freddys power for a guaranteed 60 seconds except for his basic attack.
This is bad. Very bad.
- No more aura reading anymore with the rework.
- No more significant debuff with the rework.
- No power.
- No pressure.
- No susceptibility to Dream Pallets (yeah I know they’re probably not going to be very helpful at endgame anyway)
- No susceptibility to snares.
For one whole minute unless he manages to hit someone. That’s a very long time in DBD, especially during the endgame.
Adrenaline is already a tremendously strong perk to run regardless of the killer a survivor faces, but it hurts Freddy way too much now and is horrendously unbalanced, especially with how frequently Freddy is going to run up against Adrenaline.
The Wake Up feature of Adrenaline needs to be adjusted by reducing the amount of time the survivor remains awake before passively falling back asleep. I suggest at least half (30 seconds), preferably 20 seconds.