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Ruin, Thoughts and Opinions
I don't want to make any calls yet, but I am fairly certain Ruin is dead except for Endgame builds.
Corrupt and Pop are the next best thing. This is a bad change, because most Killers lack EARLY game pressure, not late game.
It is about to get significantly harder to play Killer, in my humble opinion.
Comments
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is devour hope the best totem perk now lmao
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Good
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Unfortunately.
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Why?
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another nerf for the killers.
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It's actually surprisingly bad. What killer wants END-GAME PRESSURE? You can't protect your generators endgame. That's early-game job?? So bad. They could have just made the great-skillcheck boxes larger as a nerf instead, honestly.
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"Corrupt and Pop are the next best thing. This is a bad change, because most Killers lack EARLY game pressure, not late game."
Corrupt and PGTW are better anyway. Especially PGTW makes so much more difference than Ruin in High Ranks. In High Ranks people can hit great Skill Checks, the impact of Ruin is not really relevant.
Furthermore, early game pressure... The most pressure is done by actively chasing people off Gens. People should really stop thinking about the first Gens, it is only logical that those are the fastest, because nobody needs to get saved, nobody is being chased, Survivors are at their strongest.
If there are less Gens to patrol and some /or even all) ressources are gone, the Killer will have a way easier time than at the start of the Trial.
Furthermore, this might shift the Meta for Killers. It is annoying to see all Slowdown the whole time, instead of trying to apply pressure via chases and fast tracking.
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I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
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Because people were using it way too much. People like to act like it's necessary to win games when it's honestly not. I hate using it as a killer and I hate playing against it as a survivor. Nothing about it is fun or creative and there's practically no risk or involvement from the killer needed.
Passive effects should never be overwhelmingly hard on the other side. If something is always active (until hex totem destroyed), it shouldn't be something that is extremely powerful.
No perk should ever have as high of a usage as Ruin does. Granted, this isn't an easy feat and I don't think this is a realistic expectation. However, I'm glad BHVR is remaining open minded to reworking perks like this and even emblems that could be directly affected by it.
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If it works that well with surveillance, then it might not be so bad. I like tracking and information perks like that.
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Are the devs looking at why Ruin was so popular and why so many people feel it was "required"?
They are adjusting the emblem scoring but that had very little to do with why most people ran Ruin. Many people feel it was a bandaid fix for gen times.
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@Peanits The Perk needs to be worded better. It isn't 100% clear that they start regressing automatically. Sure, its says "when they are not being worked on" but few people seem to realize that once survivors stop working on the gen you don't need to kick it, it immediately starts regressing by itself.
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No disrespect but please dont try an sell this line. We wanted it tweaked NOT gutted. Not to mention the totem gets destroyed in 10sec. Just ANOTHER example of things being taken to far and over thought.
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Is it still a Hex perk?
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How quickly are Hex perks usually destroyed? The first minute? The first two?
Point is, it RARELY lasts to the EndGame and at that point, you'd be better off with Devour.
EDIT: I re-read this, it sounds super angry and confrontational, did not mean it that way, genuinely curious, if you wanted to promote more active gameplay, wouldn't Devour be more in line?
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It won't do any good since it still still be destroyed by RNG in the first 30 seconds of more than half your games.
Seriously, did you not listen to any of the killer side issues with this? You sure listened to the survivor side ones, I've always said you guys are not bias but you are making it REALLY hard to keep saying that.
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yes, if it were a profit of hex it would be better, but it is still a hex
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Why you don't create more perks to counter Hex:ruin.
If Hex:ruin is used in over 80%. Why Survivals don't equip "Small Game"
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There is a reason Ruin is used so much. It can slow the game down to a point where a lot of Killer's have a decent chance.
It isn't required, but it is extremely helpful.
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So how is it supposed to help late game when it will NEVER see late game except against newer players?
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So, are the devs going to make Hex Totems harder to find? Give us a perk to help protect them? I've gotten into games and literally spawned RIGHT next to Ruin. I've spawned in a game, moved for 30 seconds to look for a survivor, boom. Gone. So, are we going to get gen speeds nerfed? Or do we basically have to hope for potato survivors?
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Sorry but the best salesman in the world isn't selling this garbage. I just wish someone would come out and say why it's beneficial for the game to funnel every survivor into rank 1 while making the killer experience worse and worse.
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It's still a hex totem, thus it's never going to stay up long enough to get pressure.
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Do I need to get the pressure before or after the totem gets cleansed 30 seconds into the game?
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You just balanced the game araund worst survivor once again. I certainly won't be playing killer anymore. I will completely switch to only survivor gameplay, which i have been doing mostly
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Do you want to know why? Because survivors who couldn't hit the skill checks means killer must be punished. You know those killers like legion, huntress, basically anything that doesn't have high mobility? Yup, complete and utter garbage now unless you're some kind of god like Otz. What's next, "Pop has a 25% regression rate? 15% now." So basically, unless you have a high mobility killer or able to mindgame tf out of survivors, SoL.
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We can tell it is already bad without try it and you're not changing the either gen rush problem or map size problem
I already suffer it since the bloodhunt event
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But the best Survivors were not affected by Ruin anyway?
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Like the effect, seems interesting.
Hate that it's a hex perk still. Doesn't feel good enough of an effect.
Like the synergy with surveillance.
Hate that it negates surge, pop and anything else that requires a kick on the gen.
Like that it forced a change on gatekeeper, might actually get those with trapper on a more regular basis. :p
Hate that it feels like another case of dying light, where it only makes you win harder instead of helping you reverse a losing situation.
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If you think I’m playing Red Rank Killer after this change you are wrong. This is going to be a Dark Time for DBD and survivor Que times are about to be even more atrocious. The Devs neglected the fact that Ruin slows the game down and gave killers no compensation for this brain dead change to a perk that is NEEDED if you even expect to challenge all the SWF coms.
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Also they said "if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate." 2x0 is still a zero until the gen is kicked, since there is no regression unless the gens are damaged.
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They were, kinda. They couldn't hit great skill checks anymore, which slowed them down slightly. They would also occasionally mess up.
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Why? Anyone with more than 5 hours in the game will just seek out the ruin prior to "late-game".
As with Devour hope when a team finally figures it out-- if they don't come by the incredibly well placed and hidden hex-totems (sarcasm) they seek and destroy.
I'm looking forward to seeing this in the PTB.. but as of now... I am very skeptical this is of any use now for any killer not playing versus rank 21.
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I love the game, don't get me wrong. And it takes a lot for me to say "#########" to the devs. But make up your minds, do you want to cater to the GOOD survivors or do you want to cater to the ones who haven't learned how to hit great skill checks? You could literally just tap the gens with two people, one having prove thyself and it's almost as if ruin doesn't exist... Are we going to get tool box nerfs or possibly even gen speed nerfs? Oh, no let's punish killers that're slower. So, high mobility killers will most likely get nerfed. Slow the rate gens are repaired and maybe killers wouldn't have to rely so heavily on ruin. And entity forbid you get a 4 man kill in 5 minutes or less. Because guess what, you won't even pip. You'll be lucky if you even back pip.
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Top tier survivors were not yeah. But even a potato survivor can hold m1 with toolbox where u can repair a gen in 53 seconds. Most killers don't have that kind of map pressure. I save myself the trouble and switch to survivor
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It might make hex perks in general stronger long-term if it isn't as urgent to learn the totem spawns every new map.
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Here are my thoughts: If you have to rely on a single perk to help you out then please just keep at it and try and get better. Take as many L's as you need to because one day you will be able to destroy teams without relying on any one perk. Some of the best killers in this game don't even run ruin anymore, so this nerf is only going to hurt new killers and honestly? Good. This way they can learn with the training wheels off.
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All i know,is that i won't be playing clown and other low tier killers anymore.
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"Let's nerf ruin because 80% of killers use it. Let's not figure out "why" 80% of killers use it".
To be clear - killers for the most part, except for the bad ones, don't use it because they need it to win. They use it because it helps take the stress off playing killer. I can go on cruise control and play survivor. I don't have to think about it. That's why I'm a survivor main. Killer is stressful because you have to be everywhere at once.
All this is going to do is make it so people start using the most mobile killers as a meta. Billy, Oni, Hag, Freddy etc. Until BHVR nerfs them into the ground too because "80% of killers use these killers". That's not an exaggeration, because that is, in their own words, literally their mentality for nerfing Ruin. All ruin did for me is make me better at skillchecks. This is going to cause the same mobile killers being used constantly, and tunneling to be more prevalent. That's all this will do. Can't wait to see how they nerf tunneling.
But hey - nerf ruin, but let's keep that 5 second stun on DS. Great logic, there, BHVR. 😎
2020 - YEAR OF THE SURVIVOR
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As if you'd change back even if the entire community HATE that change
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Honestly, if the change they suggested goes through...I feel like ruin SHOULDNT be a hex anymore. The idea to have gens regress faster after being kicked doesnt seem strong enough to have ruin's hex status.
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I actually missed the AUTOMATIC regression part, thought it just made the effect of kicking the thing more potent. Wouldnt this mean a killer couldnt ever make use of Pop, Overcharge and Surge if the gens are always in the regression state (maybe surge would be useful is someone is working on it at that very moment...)?
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The devs have responded saying you WON'T need to kick the gens, they will automatically regress themselves once a survivor stops working on it.
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I feel this change mostly hurts low-tier killers. Killers that are good are strong because they can pressure gens, so this change will do little to the top-tier killers while really hurting killers with no map pressure.
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I actually missed that part myself when I first read it. Peanits gave a decent idea with using it with survallence. You could do a lap around the map with Billy to scare survivors off the gens, then know which ones theyre on. Would be similar to discordance, but youd know which gens have even 1 person on them. Big downside is Pop would probably be useless until Ruin is broken.
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Survivors usually pop it at the start of the game for me, it was a wasted perk slot. I’m not worried, I’m pretty much adapted to not using ruin at this point.
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I can see it also being paired well with Thana as long as you're putting on good map pressure and keeping survivors injured.
But I'll be honest, I don't really care at all about ruin, I don't ever use it in my killer builds, I would rather rely on my skills with map pressure than one silly perk that can be destroyed in the first 30 seconds of the game. I also prefer perks that make chases more in favor of myself, such as Enduring.
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So, if you kick a gen, does it still apply Ruin?
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Why is it still a hex perk though? I'd rather you give it the corrupt intervention treatment and put it on a lengthy timer. Having an underwhelming perk attached to a hex seems like bad game design. April is in four more months. This seems out of season.
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