Soul Guard is NOT OP/Broken!

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First of all, those only 4 seconds are very situational, because it would mean that the killer would have to be slugging, a teammate gets you up RIGHT IN FRONT of the killer, and he doesn't wait 8 seconds, then it's usable.

Second of all, once a survivor see a totem that he knows isn't Haunted Grounds, he will cleanse it IMMEDIATELY without hesitation, leaving the perk useless. And if it WAS Haunted Grounds, it would never be activated, meaning you won't be cursed. Also, again, the killer would have to leave you on the ground, which is very unlikely. And even with SWF, if your team decides NOT to cleanse a totem, you would have to deal with the Hex the WHOLE ROUND, which gets even worse with perks like NOED and Lullaby with 5 stacks.

The point is, Soul Guard is NOT broken, due to it being VERY situational, and people should stop complaining about it. >_>

Sorry if I sound rude, i'm tired.

Edit: I am not saying this perk is useless. This is just a little rant because people think this is broken. Please take this with a grain of salt.

Tagged: Trusted

Comments

  • @Demogordon_Ramsay said:

    1. Has a specific special interaction with other Perks which the devs have said they don’t want to be a thing
    2. Punishes the Killer for merely equipping already-weak, high-risk Perks
    3. Two second chance Perks in one when the meta is already running three or four second chance Perks

    I don’t care if it’s “situational” or not. Putting this Perk in the game is a terrible, terrible idea.

    I think the reason why they allow it to have a special interaction with killer perks is because it has an effect based on a larger group of perks, the same as small game, having an effect based on totems which under normal circumstances has no real use, unless other perks on either side are used.

    In other words, saying soul guard is OP is like saying small game is OP, but only when the survivor is running Borrowed time with it

  • @Withered said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316286#Comment_1316286

    I think the reason why they allow it to have a special interaction with killer perks is because it has an effect based on a larger group of perks, the same as small game, having an effect based on totems which under normal circumstances has no real use, unless other perks on either side are used.

    In other words, saying soul guard is OP is like saying small game is OP, but only when the survivor is running Borrowed time with it

    The difference is, Small Game doesn’t have any special effect on Hex Perks. It doesn’t make you cleanse Hex Totems faster, it doesn’t only work against Hex Totems—It doesn’t do anything to Hex Totems that it doesn’t do to dull Totems.

    Small Game is a counter to Hex Perks because it lets you disable them more easily, but not because it has any sort of unique interaction with Hex Totems. Soul Guard, on the other hand, was deliberately and specifically designed to have a special secondary effect if the Killer brings a Hex Perk into the lobby.

  • I believe it can be quite powerful, my hopes is that they reduce the pickups across all perks to just once even if there's an Unbreakable, but it'll probably be like the For The People where everyone thought it'd be Op. However, I still think Soul Guard has an edge since there's absolutely no punishment for using such a powerful perk. At least No Mither has a fair trade off but then again, no hex perks, no problem.

  • Yes it's broken, soul guard let you pick youself from the ground how many times you want and give you 8s of imortality and this effect works with NOED even with 5 gens up so you can have sould guard all game if the killer is holding a noed to the end game and with that information you can easily say in the start of the game to your friends that the killer have noed so leave one totem to sould guard be usable and with one gen you broke to prevent and people who use sould guard always use DS, DH, Unbrekable and Sould guard.

    60s of imortality because of DS you can't be picked up

    You can pick yourself very fast because of unbrekable and even if you're dumb and get up in front of killer you can literraly get hitted and not die and probrably gonna have some 20s of DS left since unbrekable make you get up very fast, probrably gonna use de DH to reach a locker and gonna jump in to force DS if the killer give up he already loosed almost one or two minutes chasing one guy with 4 second chance perks and don't tell that bs like "Oh just don't tunnel the DS guy" i can easily count how many times i took 15-20s to down another person and the DS guy runned directly to me force a DS. So yes this perk it's broken and should deactivet after one use like unbrekable.

    Survivors should stop to beg for more op perks holy crap i use a simple build, DS(Because i get a lot of bubba campers or tunnel mori freedys so it's very rare when i get value from my DS), sprint burst, vigil and prove thyself and with this simple build i can get very good chases, help people and don't die most of the matchets so the necessity of 4 second chances perks just mean you're so BAD at the game that you need 4 extra chances just to at the same level as a non meta survivor.

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