Soul Guard Endurance

Why does Soul Guard's endurance trigger on any pickup from the dying state regardless of whether or not there is a hex totem currently active? Isn't the purpose of the perk to help guard the survivor against hexes, allowing them to continually get up and be protected? To me, that simple allowance of endurance from any pickup is not balanced in terms of the purpose of the perk.

Comments

  • If the Endurance effect required an active hex, the perk would be useless in most games. There'd be no point to run it. At least this way, even if there isn't an active hex, the perk can have some use. The description of the perk just says, "You have been through immense hardship and you're stronger for it." It doesn't mention anything about protection from hexes.


    @Azshhh said:

    Swf's were abusing it by taking advantage of the hex part to just endlessly get themselves up/heal each other up. They'd just huddle in a corner with soulguard/unbreakable and get each other up over & over til the killer gave up on them.

    They changed it so it wouldn't rely on hexes anymore and instead slapped a 30-second cooldown on it

    The Endurance effect has never been reliant on needing an active hex. But otherwise, yes, the perk was nerfed to have a 30-second cooldown because SWFs were trolling killers by becoming invincible with Soul Guard + WGLF.

  • Idk what was going through your head when you thought it was a good idea to call Soul Guard unbalanced.

  • A survivor perk entirely contingent on the opponent bringing in certain perks would be useless. At least with the endurance effect, there is a reason to run the perk. And honestly most games the endurance effect never comes into play and you would have been better off running a different perk.

  • The perk is currently balanced because it's very situational.

    In most of my games I could use this perk once, when ruin was active and the killer left me on the ground.

    In 99% of my games we were not cursed while slugged. Usually the perk is usable after getting healed.

    As i said it's very situational and not really worth running.

  • Soul Guard base effect is the Endurance upon pick up, the self pick up if cursed is just caveat. Everyone who uses SG does it for the Endurance and not to bet the killer will bring hexes.

  • Iirc SG was nerfed from PTB, where it initially didn't put you into Deep Wound. DW means you need to mend within 20 seconds, or you drop. An example is that MoM provides Endurance, but you don't go into DW after a hit, whereas SG and BT put you in DW after a hit while under Endurance.

  • We complaining about Soul Guard now??? This perk hasn't been used since the first month it came out

  • Someone just got outplayed by Soul Guard for the first time.

  • Now imagine soul guard with exponential

  • Well, pick them up the next time.