The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Thoughts about new/old ruin and proposal for alternate rework

Rattman
Rattman Member Posts: 1,088

So, here is my opinion for it.

I guess the amount of regression new ruin provides aren't really equal to the old ruin. Sure, old ruin was supposed to buy time early game. It gave 3/4/5% per failed skillcheck. That's plus time it takes to search for totem and cleanse it. New ruin gives 0.25/0.375/0.5% regression per second (correct me if I'm woring) to all gens which aren't repaired. It really depends on amount of abandoned generators. For 1 skillcheck (3d lvl of old ruin) it takes 10 seconds without repairing one gen (3d lvl of new ruin). And I think that probability of failing skillcheck is way higher than leaving generator for 10 secs.

New ruin could be good for defending multiple gens - its effectivity raises up with amount of abandoned gens, so numbers above don't really take into consideration that multiple gens could be repaired. But they also need to be abandoned. Here its weak side, since old ruin slows gens when they are repaired.

Even if survivors are forced to run around map to destroy ruin - they aren't repairing, buying the early game time. And here was the point of old ruin - early game time.

Gonna assume that new ruin don't have notifications. Yeah, it can stay longer potentially, but still... meh. The balance moved to smaller risk to waaay more smaller reward, in my opinion.

The way I would reworked it is to simply slow repair speed while it stands by rougly same amount of percentages as the average amount of skillchecks / 2 (that's assuming that survs hit 50% of skillcheks and don't suffer regression). So, let's assume that survivors have 10 skillcheks while they repaired gen. They hit 5 of them and suffered 25% regression. That's 20 secs. That means 0.25% penalty for repair speed.

I understand, my solution isn't really perfect, since it's requires a lot of math and statistics. And tests. Also, probability of skillchecks are different if multiple people do gen. But I believe, that roughly same amount of average regression could be achived with correct numbers.

So, it still could give early slowdown, but more consistent and more friendly for new players, since they don't have to worry about hitting great skillchecks and blowing up gens. This also gives killers early pressure, cause, let's be honest: killers have enough perks for midgame. And also, there is no gurantees that new ruin gonna survive to mid-late game, where it's most effective.

Ruin crucial for early game. More than that, it's unical in it's role. Gonna quote Otzdarva here: "Corrupt don't buy you time, it buys you space, so you can have less territory to worry about." And yeah, don't forget about killers, who requires some setup, like Trapper or Hag: early game is extremely important for them.

Worth to add: early game is important not only because of gatekeeper emblem. Early game is important cause of you have more time to start snowballing, hooking people BEFORE some gens are powered. The more gens are powered - the closer survivors get to their goal and harder to killer to comeback and make reasonal amount of hooks for pip.

So... here are my thougts on it. Iam open for discussion.

Comments

  • Rattman
    Rattman Member Posts: 1,088

    Just find out that while ruin is active gens gonna appear to be as if they were kicked by killer. Sparkling and stuff. Meaning, the survivors could easily figure out that killer uses ruin. Also, worth to mention, killers can't use Pop goes the weasel while ruin is active.

    This completely gonna remove ruin from my loadout. If before knowing this I was like "maybe I should be optimistic, give it a try, maybe figure out stuff and compare numbers", now I like "No, this is definetly a terribly desighned nerf".

  • lewfairbrother
    lewfairbrother Member Posts: 44

    Just make it a perk with no hex to cleanse and allow no more than 2 survivors to repair a generator at a time.

  • Rattman
    Rattman Member Posts: 1,088

    Ruin crucial for early game. More than that, it's unical in it's role. Gonna quote Otzdarva here: "Corrupt don't buy you time, it buys you space, so you can have less territory to worry about." And yeah, don't forget about killers, who requires some setup, like Trapper or Hag: early game is extremely important for them.

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620

    If ruin doesnt stack with kicking then its too weak

  • Rattman
    Rattman Member Posts: 1,088

    If one gen blocked by corrupt, survs gonna hop to another. It don't really buys time. I mean, yeah, you gonna locate survs quicker, but is it a problem in the first place?

    Less territory to worry about is good thing for setup killers like Trapper, Hag or Demo. It's also good for slow 110% killers. Point of it is that survs forced to came to place where you already planted traps.

    If all gens are affected by ruin, it buys you time cause of skillchecks, and time for searching/destroying. It also works and buys time while you chasing one surv and affects other survs while they are repairing. Or looking for totem.