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Are the changes to Ruin good?
This isn’t me on a rant or complaining, it’s more of understanding the changes the devs are planning to do. After reading what they’re doing to Ruin, I really need to try it out and see if it’s a worthy change.
The design of current Ruin is to slow down the game for Killers to get early kills to create momentum. The devs reason for the change:
- It punishments new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- inconsistency due to the random nature of the appearance interval of skill checks
I agree on all of this but there are more problems to Ruin than this, additional problems that I can see are:
1. Inconsistency, it doesn’t last long and becomes useless OR it last too long and does too well (Balance issue).
2. Poor Totem placements.
Their solution to this problem:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. The perk no longer affects Skill Checks.
Pros:
- Works extremely well with Thrilling Tremors, Discordance, Surveillance, Dying Light, possibly Haunting Grounds (That’s what I can think of at the top of my head, great if you guys can think of more stuff)
- Edit: I’ve been told below gens cannot be kicked so that’s a positive!
- For late game, If there are less survivors it can really excel on regressing gens e.g A is on a Hook, B one Gen 1 and C on Gen 2. B goes to save A, potentially C could get chased and we have 2 Gens regressing as B is saving A and probably healing A, by the time they return to Gen 1 it has already lost huge progression.
Cons:
- It’s still a Hex Perk, there are good totem spots but there are also bad totem spots too. Those bad totem spots can really punish Killers especially a perk which is now designed for late game and has to last till late game.
- No slow down, because we have the mindset of White skill checks = no Ruin and Red skill checks = Ruin, this mindset is now gone, because of this change there is no reason why I should leave this gen unless my teammate is on a hook. This could potentially get gens gone quicker as there’s no slow down.
To clarify, YES it sounds like a great late game perk but can this perk last till late game? I don’t believe so, as a survivor, if I don’t see White Skill checks, I’m staying on the gen, because of this action of me running from gen to gen, I’m more likely to find Ruin because I’m moving around. Plus If I do get chased off a gen I could tell my friend to go on that gen to stop that gen from regressing.
This is my peculation of this outcome, it’s too early to say, who knows it could be a good change. What do you guys think of the changes? Good? Bad? Or too early to say?
Comments
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I dont think you can kick the gen with this perk active
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Without a doubt bad, the way they wrote their explanation was a dead give away this was just them curtailing to mediocre players who can't hit a great skillcheck for their life and them cry when they have to leave the gen to look for the totem. The pro of late game doesn't exist, with how totem spawns are you don't even have to try and look for them to find it, sometimes they just spawn in an open field in plain view (unless late game is only 30 seconds in then sure). You know a change is awful when nobody is talking about the awful nerf to Doctor (if you do a shock you get stunned for 3 seconds making your anti loop nonexistent).
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You can't kick a regressing gen so pop overcharge and surge wouldn't work
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Theoretically, yes. Practically, more than likely not.
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