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Unless one is running NOED the perk is simply un-counterable. It heals downed survivors back into the injured state, injured survivors back into the healthy state, and gives a free speed boost. On top of that any unhooked survivor will also receive this boost and heal back to healthy
There is nothing the killers have to counter this perk and nothing to tell the killers the survivors have the perk. Adrenaline is a completely broken perk with no downside. It is far worse then even Decisive Strike which at the very least comes with a warning to the killer. Because all survivors can use it (Any D-strike extra has to have 30% wiggle meter)
It's nothing more then a free get out of jail free card with no counterplay, iniative, or skill required to utilize its effects
There's no counter to a killer running surveillance, should that be nerfed?
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.
Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it.
While this Hex is active, The Killer receives a 50% decreased cool-down on successful attacks and a 60% decreased cool-down on failed attacks. And The killer's movement speed is increased by 4/8/10 %.
The Hex effects persist as long as the related Hex Totem totem is standing.
There's no counter to Bond which reveals the auras of all survivors near you in a radius that would make Scratched Mirror Myers cry
There's no counter to Breakdown which lets you see the aura of the Killer once unhooked
There's no counter to Dark Sense which allows you to see the aura of the killer for 5 seconds when a generator finishes
There's no counter to Detective's Hunch which reveals the aura of all chests, generators, and totems when a generator is finished
There's no counter to empathy which gives you unlimited range aura detection of injured or dying survivors
There's no counter to Kindred which reveals all survivor and killer auras to everyone when one survivor is hooked
There's no counter to Plunderer's instinct or windows of opportunity which respectively reveal chest and pallet plus window locations within 32 meters
Aura perks give you information on the game. You can argue that this grants a large advantage and you may be right. However is the advantage as big as I don't know, Instantly healing a whole health state? The difference with aura perks is that the person being tagged can move, evade, change paths, hide and so forth
You can argue that having to run only 3 perks the rest of the game makes up for it. But for survivors to win the game they have to open exit gates so that's really the main point of the game right? So kind of a problem there
Though that sounds like a great idea, it would be terrible with the perks Save The Best For Last and Unrelenting. I'd make it a 20% cooldown on both instead, or make NOED unable to stack with neither STBFL or Unrelenting.
Aura perks like Alert and the rest are not revealed to the killer and cannot be disabled. We can go at this all day
Though I now have a hilarious image of a literal Karate master killer with blood warden and remember me just going crazy with melee hits on survivors
DS needs a HUGE nerf instead.
NOED is fine, git gud if you think otherwise.
This is a terrible rework idea because it recycles the ideas of perks that are already in game 1 and 2 it would be absolutely broken if all three were used in tandem stacking on each other to create a new "machine gun build" that I suppose people have forgotten about by now.
Not to mention Mad Grit, but I'm not even going to talk about how that might make things even worse.
No, the devs are never going to remove any perks from the game, the best you could possibly even begin to hope for is a rework. Even then you're probably not going to get one for perks that for the most part the entire community doesn't want touched
If you touch adrenaline Survivor mains will get angry, and if you touch noed killer mains are gonna lose their ♥♥♥♥♥♥♥ minds.
In my personal opinion both are fairly balanced in their own respects anyway, one is a late game perk whose effect only comes out once and the other is a hex totem that can be destroyed permanently at any point after it becomes active.
TL;DR no. Removal has never happened and will never happen because there simply is no point, you're removing content for no good reason, and rework is highly unlikely to occur either because there's too much support for both perks respectively in their current states.