..What would be the point of NoEd or Adren if they did not trigger when they are set to trigger?What would they be changed too?
I mean during 1v1 hatch phase... it’s just cheap if you run neither.
They state when the exit gates are powered. During EGC the gates get powered.
Maybe change it to “when the last generator is completed” since adrens meant to reward for doing gens and noed is meant to punish for rushing them/not getting totems.
What? You want them to turn off once a gate is opened?
...Adren is timed anyways, so I don't think it'd even be affected by this change, but NoED would become garbage.
1) A totem would need to survivor until endgame
2) The Killer would have maybe 1 minute to enjoy it before a gate opens
3) It could also be cleansed between gen being powered & gate being opened.
No way. This is a huge nerf of an idea.
How about making it work like DH: as gens get done it gets stronger... I don't know any numbers to apply to it but it's an idea
Just be glad that's how Rancor is worded.
Err no... changing the condition to: they don’t activate unless the last gen is completed means:
no noed or adren if the killer closes the hatch... noed and adren will only work if a 1 gen remaining gets finished.
To be fair; all the gens complete when the Killer closes the hatch.
I see what you're saying, but I still don't like it. if I bring NoED, I want it to pop if I close the hatch, because if the hatch is open, what Survivors will complete generators instead of taking the free escape?
You win... I didn’t take a crutch therefore yours should activate ¯\_(ツ)_/¯
Also, your thread is less 'This would be balanced' and more 'I want this nerfed because I hate these perks.'
Sorry NoED and Adren are not as useless as you want them to be, just because you consider them 'crutch' perks. ¯\_(ツ)_/¯
..Also, aren't MOST perks 'Crutch' perks? I mean, you rely on them to either make your Survivor/Killer stronger at what they do, or you use them to shore up things your Survivor/Killer is bad at. Or even thinks you, as the player, are not good at. That's....kind of the point. That's why I always laugh at people who whine about 'crutch perks'; you're basically whining about a core game mechanic.
Feel free to try feeling smug about not liking how the game plays at its core. I mean, you could just..not play. ¯\_(ツ)_/¯
Can we please break this whole crutch perk and condescension for people's builds.
If someone wants to run adrenaline or no one escapes death they have all the right to you shouldn't judge them based on what build they run.
If you don't like a perk that's fine but you should never actively try to go out of your way to make people feel bad for running it
I never cared about Adrenaline as it rewards the team for doing well or gives u a chance at EGC when hatch is shut, but I personally feel NoeD is a good perk used by bad players who haven't really got a handle on the game. It literally rewards failure like Rancor, Bitter Murmur, Tinker, and Fire Up does. Anything that rewards you for playing badly imho is a bad perk even with a good concept.
A crutch is more like a perk you throw into your build either because you feel its needed or you have a open slot. Meta Perks are Meta for a reason. Most are not crutch perks, but over reliance can make them become one.
I don’t care if people run it, it is their choice, but when someone says they want it to work unfairly against my build(s) I feel pretty cheated.
They are powerful perks when they work so to the average deck it’s pretty overwhelming.
I only want consistency. Make Rancor trigger on EGC starting, or disable NOED and Adrenaline for EGC and make the requirements just like Rancor.
I mean I feel the same way (but still say play what you want to have fun) but tbf... did the person who has adren during the hatch close absolutely play “well”? Sure they could because of bad teammates but other perks don’t give that benefit of the doubt.
When it comes to rewarding failure it often depends on how you play it.
I know there are a lot of people who are fans of running in game builds like rancour blood warden, Noed and remember me.
They don't typically run it because it covers their failures they run it because they tend to find endgame the most entertaining part of the match.
There are lots of perk that in hindsight reward failure unbreakable, dead hard, most of the endgame perks you've mentioned.
In general I don't think none of these are bad perks
You know exhaustion perks are basically kinda placeholders for survivors having an actual ability though? Killers have powers which survivors have exhaustion perks... the devs could have gave all survivors a kind of individual exhaustion perk like deathgarden gives vambraces but is what it is.
Which is why most survivors don't have one and Meg has two.
Whatever your views on exhaustion perks are, I don't really know how mentioning this has anything to do with the point I made
Agreed, but certain perk are literally just bad and do reward failure. I can see Rancor being argued for being good. Fire Up and Bitter Murmur are without a doubt terrible. When I mean failure I dont mean perks that help in end game I meant legitimately bad perks that reward failure.