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Soulguard is too strong as it is
Soulguard is basically no mither/unbreakable + borrowed time, it counts as 2/3 perks at once!! I would really think to limit the unbreakable part to just once per game even if you have an hex in the game.
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The unbreakable part works only if there's a hex and it actually encourages them to not cleanse, which works in your favor. It's really not that strong of a perk.
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if the survivors leave a totem up to activate soul guard it works in your favour. NOED, devour and Ruin....if the survivors are getting slugged over and over while any of those totems are active you’re in a very good spot. Even Lullaby would probably slow them down a bit.
Just dont take Thrill of the hunt unless you have Devour or Ruin up. Its going to need a strong totem to go with it now.
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So you don't think that actually putting a limit on it should be a thing. i mean unlimited unbreakeble :\ plus the borrowed time lol
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Technically doesn't mean it isn't unlimited :'D If the totem is up, you have unlimited unbreakeble
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Unlimited unbreakeble :( + borrowed tho
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Unbreakable is limited to once per game and it only does THAT. How can you say that soulgard is balanced by being unlimited unbreakeble + borrowed time xD It makes NO sense xD
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Sorry, bro. Can't watch from my phone. Also, I just noticed who the OP is, so this thread is confirmed to be just a waste of time.
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What do you mean with "who the op is" ? o.O
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It’s called “baiting,” a bad one too
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I don't get it
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So people seriously believe that Soulgard is actually balanced? Are we joking? XD
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I really bet that the same people that believes that soulgard is balanced, thinks that billy is op and THATS what you've got my boys, billy nerf when he was perfectly balanced GJ
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Unbreakable does increase self recovery time.
Soulgard's main effect is really the self BT when picked up off the ground which is fairly underwhelming unless you are capable of picking yourself up which is often why you see people bring both soulguard and unbreakable.
The unbreakable effect while affected by a hex is only good if the killer runs a hex and the hex stays up. It's not something to rely on.
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But still why not putting a limit? Why should it be unlimited? And i know unbreakable does increase self recovery YET you can only get up from dying state ONCE! So it's: unbreakable -> 2 effects limited just once per game; Soulgard -> 2 effects unlimited use :\
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whatever
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like i dont even play it and i never had problems against it, but it's not as it should be, but keep your soulgard who cares i don't even play hex perks as killer
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Soul Guard is not strong at all and is a perk that is too situational to be worth using even. It's just a waste of perk space a lot of the time. I find the other perk Repressed Alliance much more useful.
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Have you tried not slugging?
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I don't like leaving a Hex up for any reason regardless of what perk it is. As a solo player, leaving a hex up is a really bad idea. The only time i've seen Soul Guard be "OP" is with a full SWF intentionally playing a certain way.
You counter Soul Guard by not slugging and hooking survivors. I can't say I've ever had a huge problem with second chance perks unless it was end game and i was dumb enough to hook a survivor by a gate.
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As i said, i never had any problems with soulgard and i don't even use hex perks :) So try to keep your toxicness on your pockets thanks
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Same as i did, i never had any problem with it, but still why not putting a limit to it? It's situational ok, but yet, isnt unbreakable situational? Isn't deliverance situational? Isnt adrenaline situational? and decisive? They are all situationals, but they are all a one time use perk with no side effects apart of their main one, then limiting soulgard too should be a thing
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You’re comparing perks like Unbreakable, Deliverance, Adrenaline and Decisive Strike with Soul Guard? :\
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i mean, where is the difference? Unbreakable and Soulguard works in the same case scenario where soulguard is actually better since you have a borrowed time added as effect. Also what i meant was: they are all perks that needs a certain situation to apply so yes im comparing them
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Unbreakable is one time use because it has no prerequisites or downsides and the faster recovery time is so significant that you almost never see anyone run soul guard and not Unbreakable.
Soul guard is unlimited use because it has both a prerequisite (you must become cursed) and an inherent downside (you are not allowed to cleanse the hex or allow another Survivor to cleanse the hex) AND it's secondary effect is more situational.
Remember that in order to get the perk to run you need a specific 4 perk set up where one of the perks is the Killers perk.
Specifically you need DS, Soul Guard, Unbreakable and the Hex.
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1.dont slug2.if you do just wait 8seconds
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lol
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As i said, i never had problems with it, the reason why i'm suggesting this change is to put some balance on things. For me it's literally w/e lol But i'd pref to be safe then sorry ^^
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All of it is easily counterable except Deliverance, which ive had denied a ton of times by being found first. Not cleansing a Hex is a negative side effect and if someone else cleanses it, that screws you over. I get what youre saying but for me SG has no use outside of a toxic SWF setup that is building around it. Solo players don't have too much business using it unless they coordinate pregame, which is rare in my case besides the occasional "gl hf". However, several single use limitation perks need to be adjusted due to how toxic the community is.
Maybe give it 60s cooldown and cause exhausted status when picking yourself up? I really hate one time use perks with a freaking passion. I'd rather face a cooldown with most everything.
IMO Deliverance should work in the 2nd hookphase after 25-50% of your struggle meter and automatically activate if its your first hook and you're the last one alive. Unbreakable should have a CD and cause Broken Status, and DS should deactivate if another survivor is hooked during the usage window. Adren.. Well. We don't talk about Adren lol
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I think they designed Cheryl to be a Ruin counter. she's rewarded with unlimited unbreakable if it's up, and when interruptecd on a gen, she can block the generator so Ruin won't regress it for at least 30 seconds.
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Other than Unbreakable none of those perks cause problems.
And the only reason Unbreakable does cause problems is because of its synergy with DS, on it's own the perk is fine.
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I don't need to face a problem to understand that a certain thing could give me a problem :) I have an open mind and i can guess many things and soulgard is something that could cause problems if not kept controlled and this is why i posted this ^^
I mean, a forest that burns is a problem both if i'm near it or not :P
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Sure
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I think that ruin will regress it anyway, since the same happens with thrilling tremors. That wonderful perk that became my main perk with decisive and dead-hard is the perfect counter for pop and since nowaday is abused they felt like they had to do something for it and BANG the perfect perk. I really love them
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Yeah some perk thats basically used once in a week is too strong. LOL
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Soulguard is fine, the limitations and criteria for using it are rare enough to not make it overpowered. You literally have to have several things align for it to be useful. And since those things rarely align most people run it with unbreakable anyway. So running two perks just to get it to work once means less meta perks in the game. To get this 'unlimited' use of soulguard you'd need the killer to slug you, during a hex, more than once. Knowing it is in the game, and if you have a hex totem active why would you not hook the person if you saw them get up? Unbreakable is one time use because there are no criteria other than being slugged to get yourself up. It not only lets you get yourself up once but lets you recover faster even after the full recovery is used, so it has 2 uses as well. Deliverance only makes sense to have one use, on your first hook. Why would you be able to unhook yourself during struggle? Adrenaline was designed as an endgame perk and since all gens are repaired only once in the game, it can only have one use.
All that being said, I really don't understand the argument against a perk that has caused you 0 problems.
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OP is overthinking and creating a problem out of nothing.
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what a joke
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Clearly not a comment coming from a SWF main :) "lets play together" :'D
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Op means "OverPerforming" so i still don't get what you mean :'D
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You tryin to be funny or something? I'm sure you got what I meant but just in case, OP = Original Poster ;)
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No, i'm not trying to be funny, didn't know that in forums op means that :) But in general in videogames OP means OverPerforming :D
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this thread make me think " wow people really don't know this game "
sorry but soul guard is at maximum a 3/5 perk
the unbreakable part is too situational, alone this perk can raise up from dying state 1 game of 50 maybe,
and the 8 seconds endurance effect? well is useful only in combo with unbreakable( but the killer have to slug you and many times 8 seconds of endurance effect are useless because the killer is far away from you ) or if your team8 use for the people.
so in conclusion stop claiming for nerfing an already medium( i don't wanna say weak but sure not strong ) perk.
P.S: if i found as a killer a survivor running soul guard i'm really happy, because this mean he is not running one of the meta perk like DS, dead hard borrowed time and adrenaline...
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Sooooo, don't take a weak perk on its own that's meant to help you, the killer, because it might make survivors, the opposing side, incredibly strong? Makes perfect sense. Game design at its finest!
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He is probably running them anyway :)
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It may be both, but i pref the first one
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I agree it can be overpowered when used by SWF who all have For The People. I just had a game where every time I down someone, someone with a flashlight and For The People comes sprinting over to immediately heal them on the ground and give them Endurance because they had Soul guard. All four survivors had Soul guard and FTP, and if I immediately picked up I would risk a flashlight save, but if I left them there, someone would immediately come pick them up.
The guy who gets up with Endurance also bodyblocked for their broken and injured healer so that they'd get away each time. This happened no less than 4 times this match including once at the exit gate to let them all escape. It was freaking brutal and left me with no real options.
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swf who use comms ruin the game tbh. It's not fair to ask for nerfs and claim something is strong because swf make it seem like it is. If players keep asking for nerfs just because of toxic swf groups it will really screw over solo survivors.
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It isn't when the killer has a hex, it works when the survivor is actually cursed with the hex. So for ruin you'd need to get off a gen, for NOED the killer has to down someone with it.
Honestly, all these cries get tiring. Don't slug, problem solved. If you do slug, hit them 8 seconds later, it's not that hard. Instead of screaming "nerf" at a very situation perk learn to adapt for once.
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