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Ruin Nerf Adjustment: Activate a Dull Totem
Simple idea to make the nerf to ruin less stupid. So as we know Ruin is meant to be more late game oriented after the patch, which doesn't make a whole lot of sense to me seeing as it's a hex perk and on average would be cleansed by the late game.
What it some event triggers a dull totem activation for Ruin? e.g. after the 2nd or 3rd gen is completed, Ruin activates a dull totem, or after a 2nd survivor is hooked?
Opinions? Suggestions for a better activation trigger?
P.S. Would prefer no nerf unless gen speed in general is adjusted in tandem with this nerf.
Comments
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Another idea is to have it become a token and hex perk, like devour hope, where is builds up value as you hook survivors? Just throwing some ideas out there. Criticism welcome :)
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Have the killer activate a dull totem when he thinks the time is right. He walks up to it and gets a prompt. Hitting the prompt activates the totem.
This would be huge because he can choose which totem takes the hex. Furthermore he can surprise the survivors with this perk later in the game, as they won’t know about it until it activates.
If survivors ever needed more incentive to work bones, here ya go!
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With ruin nerfed into a perk that is undeserving of the Hex status anymore (OP but vulnerable to being destroyed), the main change I predict we'll see is that playing at the high ranks will become unfun for 80% of the killers since they no longer have it to help them build momentum in the first 2 minutes of each match. This will result in:
- Killers de-pipping en mass on purpose to have more casual games at the lower ranks
- Killers switching over to the survivor role when they reach the red ranks, because they don't want to put up with the frustration.
- Killers only playing the high mobility/map pressure characters at red ranks and thus reducing diversity for survivors to oppose when they get there.
- The Devs finally realizing that Red Ranked killers weren't using Ruin because of the emblem system, but because At those ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 3 generators done in the beginning 100 seconds of a match before the first survivor gets hooked. Old Ruin slowed down that speed, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.
It's going to be rough for 80% of the red ranked killer players out there for the next few months as they learn to either use new tactics, change over to higher mobility killers, de-pip on purpose, switch roles, or get comfortable using vicious and unsympathetic strategies that the survivor community already hates (tunneling, camping, slugging, etc). In the end, it's going to make playing at red ranks much harder for killers, and less fun, and will have some serious backlash on the amount of killers willing to play at those ranks. In turn this may actually be a good thing for all of us, because perhaps then the devs will finally do something about the gen speeds, survivor tools/perks, or provide another objective to survivors.
The only things I'd change about new Ruin, is to either have it earn its hex status by increasing the Regression rate to 4x the standard rate (making it drop 1 charge per second, and thus be on par with how fast survivors repair gens), or remove the Hex part of it so its not vulnerable to being destroyed.
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