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Bloodrush buff

MoZo
MoZo Member Posts: 89

Bloodrush got reworked recently into an anti tunnel for exhaustion and it was a good rework but the perk still is barely used. A buff I would like is this:

After being unhooked or unhooking yourself, Blood Rush activates for the next 60/70/80 seconds.

While blood rush is active, press the active ability button 2 (so it doesn’t interfere with dh) to recover from ALL NEGATIVE status effects instantly.

Blood rush deactivates when used or when the timer expires.

Blood rush is disabled if the exit gates are OPENED.

Let me know what yall think of this bloodrush buff. I thought that instead of just recovering exhaustion it would be more appealing for other use. Imagine getting off hook and denying gift of pain or broken from deli. I also made the perk disable when the gates are opened rather than powered because I feel like ds, otr, and bloodrush should only disable once the gates are opened but that’s just a hot take.

Comments

  • TotemlyAwesome
    TotemlyAwesome Member Posts: 5

    Personally, if it deactivates when the exit gates open, I dont think it should have a timer at all. Like you can only use it at max twice per game.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,328

    remove all anti-tunnel parts, conspicuous action and end game parts. it is what killing that perk.

    disable on heal/gen

    disables in the end game.

    I don't run it because the anti-tunnel conditions.

  • Sandt1985
    Sandt1985 Member Posts: 403

    but thats literally the whole point of the perk. its meant to be helpful after the unhook. Its certainly not meant to be used as a true get out of jail for free card if your not being tunneled or repeatedly sought after.

    With an effect as powerful as Bloodrush has, it NEEDS a downside, considering it essentially guarantees an end to the current chase you are in

  • Devil_hit11
    Devil_hit11 Member Posts: 9,328
    edited January 17

    original blood rush was simply extra use of exhaustion with many conditions, too many conditions. it needs no downside because inherently exhaustion perks do not have downside towards chase of the game. all they accomplished with this perk is replace old downsides with new downsides. the whole problem with the perk WAS it's downsides and it still same problem post change.

    the funny thing is, they introduce resurgence which made it usable very end game only to instantly nerf synergy. so as soon as it became usable, it got removed.