Dead hard (now) and blood rush are badly designed perks
It promotes killing yourself in order to use a perk.
Now imagine every survivor using either of them and just fighting eachother to get hooked to get to use a perk. That doesnt sound fun for anybody yet its the best way to use these perks.
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Here is the solution to your problem: cope harder.
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Nobody is going to purposely throw to get a dead hard or blood rush use. They’re both fine perks
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If you're purposely trying to take hook stages to use DH or BR you're not using them correctly.
They are there to help you once their activation requirements have been met. You don't have to force it.
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I dont use them so it's not my problem to deal with
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By this logic noed and no way out force you to let survivors also complete five gens to get value I guess? I can't recall the last time I thought "oh man better not hook this person so I can get noed value maybe" however.
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Neither does anyone purposefully kill themselves to activate these perks
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I have never seen anyone use Blood Rush
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Dead Hard is perfectly fine now imo. Blood Rush is weird and I agree.
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Why would you die on purpose in order to use a perk? Just play normally and use them as the resource they’re meant to be if needed
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I dont see people using them every game because thats is how you would need to play to use them
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If you want to compare it to noed, noed would no longer be a hex perk instead it would make your first swing after 5 gens are finished apply exposed (whether you hit or not). You cant let survivors whatever otherwise you wont get any use out of No way out.
You can literally be tunneled out of a game and have 0 change to use them, but you need to be hooked twice to get full potential of the perks.
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I don't think you understand my point. You're saying a perk that is tied to in game actions to activate(getting hooked, gens getting powered, whatever) is not fair because you need to purposely throw/not play the game normally in order to activate them.
That is not the intent of how you gain those perks, you play normally and get them when you get the (if you do at all).
To your point about tunneling and camping , that's true of any survivor perk though? You could bring stakeout and if the killer hard tunnels you, you aren't going to get any use out of your perk. That's not a problem with each perk but the fact that DBD is designed the way it is.
The two perks in question are designed to help you survive as you get closer to death, not give you a 2-3 layer shield before you even get hooked for the first time.
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To your point they are not good enough to be tied to getting hooked. DH would have to stop being exhaustion perk now its worth running, but killer has to deal with exhaustion and then dh. Bloodrush would have to at the very least heal you after 2nd unhook so that you can guarantee have a chance to use the perk (outside of face camping),
To the second point its not really the same for every other perk. If every perk required you to get hooked to get any use of it then sure, but it doesnt. You can attempt to use stake out and then get tunneled out of the game. You cant attempt to use those perks before getting tunneled out of the game.
Those perks are failed designes that seem good in theory, but ultimately fail because tunneling/camping exists. (If you couldnt tunnel/camp before last gen is done, then maybe you could have a case that these perks are good enough)
The fact remains if you want to use the perks that you bring into the match you are bound to ######### to get use out of them and they are not good enough to be considered situational like unbreakable. And if you are bringing then just in case you get to use them you might aswell bring adrenaline instead of bloodrush and literally any exhaustion instead of dead hard.
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whats your main survivor build
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Right now:
Sprint burst, Bond, Kindred and Bite the bullet with medkit (without medkit i might swap bite the bullet for botany knowledge or anything for that matter, alert is also good or self aware [rarely unbreakable if i get slugged alot])
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To the second point its not really the same for every other perk. If every perk required you to get hooked to get any use of it then sure, but it doesnt. You can attempt to use stake out and then get tunneled out of the game. You cant attempt to use those perks before getting tunneled out of the game.
Yeah, it's not the same for any passive perk. Any healing, hook or gen reletated perk can be just not used at all in the match depending on how it plays out.
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Pointless point
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Do you purposefully injure yourself just so you can get Bite the Bullet value?
Do you purposefully let yourself get hooked and let your teammates get hooked just to get Kindred value?
In the off chance you run Unbreakable, do you purposefully go down just to get value out of it?
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I dont have to be injured to get value out of Bite the bullet. I can heal others, but even then perk doesnt prevent the injury. Idk what MMR you are playing at where no survivors get injured.
How can purposefully let my teamates get hooked. If I get hooked others get some value, even if I get tunnel it provides value.
No, but i literally mentioned why unbreakable is way stronger than BR or DH. Even If I get picked right away, because of increased recovery speed I get more survival points. So it creates value even in the worst scenario.
Worst case scenario BR and DH create 0 value, even Aces perk that increases luck has more value than these perks since I have higher chance of Kobe'ing
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Use better perks then?
Not everything is meant to get value all the time.
Take endgame perks for example: Sometimes people run hope and adrenaline or no way out and NOED, but never see any value.
Plus I'm not sure that DH ever needs its BS factor reinvigorated
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Quick question am I correct in saying that the quickest way to get to use either of the afforementioned perks is to find a killer and get hooked. Its simple yes or no question. What are the chances of you using those perks if you never get hooked? I would say 0.
People are hell bent on saying how in niche scenarios that never happen those perks are pretty good. At least you said that these perks are valueless. Lastly yes sometimes perks dont give as much value as you expect them to, but currently there are no other perks that are so hard to activate and give so little reward (in comparison).
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I mean DH can pardon you from getting outplayed at a tile, you can't be allowed to have that very often at all or it stops being a game.
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Exactly, you are getting value from these perks without having to go out of your way to get said value
Same applies to Blood Rush and Dead Hard. They have powerful effects (Blood Rush is admitedly more niche) but no one is jumping in front of the killer purposefully just to activate them. In fact you can't get value out of them if the killer ends up tunneling
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Nobody is jumping in front of the killer because nobody is running them. They are not powerful at all. You can have a pocket endurance with a medkit which is waaay better than DH. Both DH and BR have so many requirements that combined should grant you ability injure the killer. To make it worth it.
I dont get why you are trying so hard to prove that these perks are apparently op while they clearly aren't.
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Saying they're not bad perks doesn't mean they're OP. I'm also saying you don't need to throw the game (which is the main topic of this post that you made mind you) just to get value out of the perks.
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That is not the best way to use those perks. Anyone using those perks in that way is not playing the game correctly and deserves to lose.
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