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