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BeyondDisbelief

BeyondDisbelief

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BeyondDisbelief
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  • [Deleted. The forum was acting weird to me earilier and now some delayed reposts are showing.]

  • [Deleted. The forum was acting weird to me earilier and now some delayed reposts are showing.]

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475698#Comment_1475698

    Soul Guard is just BT for being picked up, it's obvious what i was saying

    1) Soul Guard lasts 4/6/8 seconds while BT lasts 10/15/20 seconds. The difference is dramatic.


    2) Soul Guard comes in dying state while BT in hooked state. The Killer can see auras of all hooks and hooked survivors, but not dying (without a perk). Killers can regularly patrol and keep watch of a hooked survivor shortening the time it takes for him to rush back to respond to an unhook. Killers cannot do the same against dying unless they were face camping them. The difference in gameplay mechanics and interplay between survivor and killer is huge.

    The two points render the two perks nothing alike in practice. Just because you can get use out of BT does not mean you can get use out of SG. If you really want to bring BT into discussion then the more reasonable comparison/suggestion would be swapping their duration, but I don't think anyone's pushing for a shortened BT.


    We aren't going to have a productive discussion if you're only speaking on paper rather than bringing practical experience to the table.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475698#Comment_1475698

    Soul Guard is an SWF perk mainly. You tell your friends not to cleanse the totem so you can get infinite unbreakable. The killer isn't gonna know you had it unless he sees you do it in his face. The video I posted was against killers that were actually trying for the 4k but couldn't get past the perk abuse. Oni is one such killer that is neutered by the Soul Guard/Unbreakable combo. Not every perk needs max usefulness every game. Small Game is amazing against trapper/hag, but sucks if the killer brought no hexes/isn't a trap killer. Premonition is a good counter to stealth killers, but won't see much use against 32m terror radius killers.

    >Not every perk needs max usefulness every game.

    We aren't going to get anywhere with hyperboles. My contention and my suggestion aren't intended to get use out of it "every game", but it needs to be more applicable than its current state.

    For example, I think adrenaline, unbreakable, borrowed time, etc. are all perfectly fine where they are at. They aren't useful every game; they probably only come to play 1 in 5 or 1 in 10 games depending on the player, but offers great use nonetheless without becoming a Must-Have perk. SG is nowhere near that, IMO.

  • @anarchy753 said:

    1. No. There does NOT need to be a perk which is just "ignore NOED." If there would be something to defend against exposed it should have significant requirements to charge up.
    2. Mettle of Man doesn't need 6 different effects, including stupidly strong stuns for no reason.
    3. Flip Flop's suggestion is already Boil Over.

    I've conceded on Flip Flop. MoM still needs a buff because as it is it's not going to proc and not worth the risk of running in front of your ally so many times just to not activate it.


    While I understand your viewpoint on my proposed SG changes, I disagree it would be as bad as it seems.

    1) It's only going to apply to the survivors who equipped it. You're not going to have a full team equipping SG to counter NOED; if you were that coordinated, you'd just cleanse the totems instead and have a more useful perk.

    You'll still be Broken and Deep Wounded; go after other survivors or just hit that same survivor again in the ample time they can't heal. Unless you're using NOED as a low rank clutch (and there's already tons of other things you can do at low ranks) I don't see the problem.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475611#Comment_1475611

    You're not going to get use out of Borrowed time upon pickup? Are we playing the same game?

    Even without a hex in play, soul guard is a good perk. With a hex, it becomes a powerhouse. You're not supposed to get full use out of it every game or it would be busted OP

    >You're not going to get use out of Borrowed time upon pickup? Are we playing the same game?

    Who's talking about Borrowed Time? Why are you bringing that into the conversation? SG and MoM do not get any uses.


    >Even without a hex in play, soul guard is a good perk. With a hex, it becomes a powerhouse. You're not supposed to get full use out of it every game or it would be busted OP


    The best I can give you is agree to disagree. This is completely against my experience. Maybe 1 in 10 games (if even that, I'm being generous here) I'm left in dying state long enough where full restore is relevant. Not once in hundreds of games have I ever been picked up from dying state and the killer shows up within 10 seconds. Soul Guard without Hex is literally useless/unusable. With Hex you're better off with Unbreakable. I would not call it 'powered up' at all. Something that comes to play 0.2% of all games is for all intents and purposes, useless. Troll games dont count, since you farm points from those regardless.

    You'd have to be playing against a killer who's just doing dailies/trolling around or one who's completley not paying attention for him to slug you repeatedly to get a second use out of it, so the second use is irrelvant.


  • @DBD_Noobinoob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475336#Comment_1475336

    No, Boil Over does exactly what OP described. You "harden" the killer's movement more than normal, but the perk doesn't affect wiggle progress.

    Okay, I re-read the wiki carefully and I'll concede to that. I could swear Boil Over actually makes it easier for and more frequent for me to escape and I've never had survivors escape from Iron Gasp though. Must be some placebo effect or confirmation bias.


    I strongly disagree with those who think SG and MoM are fine as is because you'll at best get use out of them maybe once in 50 games without so deliberately forcing it that you throw the game.

  • @Snowbawlzzz said:

    I don't know what makes you think Cheryl's perks need a buff, but they don't.

    https://www.youtube.com/watch?v=QQV4othLchU

    That's not at all a realistic game though. Not just the way they played they outright admitted in their voice chat they were deliberately trolling the killer wanting specific perks to take off.

    You're just not going to get use out of Soul Guard in a normal game in its current state. Don't evaluate a perk based on how it sounds on paper or based on troll gameplay footage designed to generate views and ad revenue?

  • @RizeAki said:

    1. Would definitely be too strong and ruin the game as it currently is it can be an annoying perk
    2. I don’t see too much reason in it you can already assume by movement and the fact they got injured if they have the killer over there and if that worked on hook what would be the point of kindred?
    3. That would also have to let corrupt thrilling dead mans switch etc get a change of that but the whole point of the entity block is so no one can touch the gen for awhile
    4. I don’t think we need another 5 second stun that can be stacked together with others
    5. I don’t see too much of an issue besides no one would run soul guard as much as someone can do this and always have enduring effect add in for the people and it’s slightly oppressive
    6. This is just boil over’s effect

    1) Wait, soulguard? The super situational thing that never comes up in hundreds of matches because you have to

    a) Be dying b) Killer leaves you alone, slugged, c) Killer comes back within the ridiculously short time frame? The only situation where all 3 requirements will pick up is when the entire team bum rushes the basement in a suicide rescue run and I just can't see that happening beyond green ranks. In it's current state it may seem good on paper but it's practically useless.

    The suggested buff wouldn't really negate the fact you'd still rather remove the hex instead of keeping it on. You're just not going to have a full team of Soul Guard in a public match.

    2) Re: Blood Pact

    • Kindred works on everyone. Blood Pact only works with obsession. It's a minor enhancement suggestion just to make it more appealing.

    3) Re: Repressed Alliance

    • I admit I haven't gotten enough use out of this to know how this could possibly interact with those perks, but the intention here is strictly to prevent survivor trolling survivors. There is zero intention of any effect against killers. Can you elaborate why the suggestion changes the Survivor-Killer dynamic?

    4) Re: MoM

    Change the duration then. MoM is not only situational it rarely proc even when you specifically try to earn those 3 protection hits. The only time I successfully got it off was when the killer was very clearly just goofing around and both sides picked up to farm points. I have NEVER scored 3 protection hits in a normal match.


    5) It's meant to be taken in conjunction with the soul guard suggestion.


    6) Re: Flip-Flop

    Huh? Boil Over gives you additional wiggle PROGRESS. The suggestion makes you physically sway the killer's movement with limited steering. I will say its intended if you combine it with Boil Over to blind the killer from nearby hook auras to try to steer him away from looking at a nearby hook. It may be futile but that sense of control and ability to influence the outcome of a bad situation is a great feeling in a survival genre.

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