Soul Guard buff to make it a good standalone perk

Instead of giving the ability to fully recover during a Hex.

Soul Guard should give the ability to fully recover when another Survivor is within 12m.

So a teammate would just have to loop nearby instead of actually picking the slug up by themselves. It would be a great anti-slugging perk.

Comments

  • @gatsby said:

    Instead of giving the ability to fully recover during a Hex.

    Soul Guard should give the ability to fully recover when another Survivor is within 12m.

    So a teammate would just have to loop nearby instead of actually picking the slug up by themselves. It would be a great anti-slugging perk.

    Which only benefits SWF that can communicate that

  • I think soul guard is fine as it is. Especially since it has such a strong effect.

  • @dspaceman20 said:

    I think soul guard is fine as it is. Especially since it has such a strong effect.

    It's only strong with unbreakable, which is already one of the strongest perks.

    Imagine if Soul Guard was as strong as Unbreakable... without relying Unbreakable

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053269#Comment_2053269

    It's only strong with unbreakable, which is already one of the strongest perks.

    Imagine if Soul Guard was as strong as Unbreakable... without relying Unbreakable

    To be fair,i see a LOT more people playing with hex totems (especially with ruin).

    So it can be a good idea to run soul guard now

  • Only thing I want is the Unbreakable to not be consumed if there is a hex totem up. Right now Unbreakable, the one time perk, has priority over Soul Guard, the situational infinite times perk. This just completely removes the value of Soul Guard to me.