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 ^^
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
If you haven't encountered any real problems with the perk and don't have anything against it then why did you make this post? You really shouldn't be asking for nerfs unless it's genuinely something that you feel has bothered you in games to the point of posting about it on here.
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.
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.
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
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
Hex:ruin doesn't work with thrilling tremors. they got rid of that combo pretty early
Yeah some perk thats basically used once in a week is too strong. LOL
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.
OP is overthinking and creating a problem out of nothing.
what a joke
Clearly not a comment coming from a SWF main :) "lets play together" :'D
Op means "OverPerforming" so i still don't get what you mean :'D
You tryin to be funny or something? I'm sure you got what I meant but just in case, OP = Original Poster ;)
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
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...
Over Performing?? Don't you mean Over Powered???
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!
He is probably running them anyway :)
It may be both, but i pref the first one
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.
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.
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.
Now that there is the Undying / Ruin combo, you still believe that Soulguard shouldn't be limited to once per trial right? :)
either the survivors don't break the hexes and have to deal with there effects all match or they do break the hexes and now can't recover from the dying state seems fair to me
Soul Guard is just fine; requires leaving Hex totems active and suffering their effects; and all that just to be circumvented against Killers that do not use 'slugging' as one of their playstyle preferences.
Sounds to me like you're used to using slugging and Hexes frequently and now Soul Guard is allowing them to ignore your slugs because they ignore your Hexes.
as i previously said, i never slug unless ds and i never had problems with soulguard in general. You don't need to prove on your skin something to have an analytical idea of things, just saying :) It's just illogical to let something unlimited for no reasons at all ^^