Survivor main to devs (ruin)
First of all, the positives. I want to say the looks of the new lerys map is awesome. Thank you for that, great work. The music for doctor is also a nice addition.
BUT
can we please talk about Hex:Ruin for the trillionth time? Because it literally has no effect unless people play intentionally dumb (or are beginners who have never seen a totem before).
I really appreciate the thought of you to make the game easier for beginners and more fun. I get the intention, it's honorable. But hear me out - I'm not a killer player, I'm a survivor main. 80-90% of my 600 hours is on survivor and even I think this is the wrong route to go. I remember when I started I got confused about many things on DBD but Ruin was nothing I got aggravated or frustrated about. Doesn't mean it ever was a perfectly fine perk, it was just.....there. Learned how to deal with it in a few hours flat - no biggie. I don't know where this mentality comes from that learning skill checks is too much to ask for in a game, but...fine - rework it. Just not like THIS!
I won't list up every single counter argument that has been said already, just the ones I consider fundamental:
1: The argument, that new Hex:Ruin has endgame-potential:
Hexes are extremely unreliable, because they are easy and quick to find. I learned every random totem spot on almost every map, there are even Youtube tutorials for this! And you only need to find 1 obvious glowing totem which means it can be a shiny beacon on some maps. If the killer doesn't DEFEND his totem sometimes, it's gone. Poof. The only occasions lit totems like ruin made it to "endgame" was on indoor and new maps. Means those like old lerys, hawkins and new badham. Because we haven't learned the totem spawns yet and lerys has always been an unsafe place for survivors, so the killer was able to put enough pressure on us to barely worry about totems. This "apply pressure" technique however, does barely work on every other map! Unless you are a total beginner, who will be overwhelmed and stomped by killers with or without Hexes anyway.
2: The argument, that Hex:Ruin can be powerful in combination with other perks:
Its a hex. The combination is next to useless, once Ruin is gone and removing it is easy enough (as mentioned in 1). The combination doesn't work if the perk that's supposed to glue their worth all together is gone. I understand it can be extremely powerful if it would be permanent, but at the moment, HEXes only work for new players who stumble over totems due to dumb luck. But this is not the case for the stable veteran playerbase, that already learned every spawning spot by heart. If you want to make this perk counterable, put other conditions on it than a HEX status, because this makes it a high risk, low reward gamble. It forces killers to use up several perk slots to make active use out of ruin, while they were perfectly fine with using up 1 perk slot of old ruin that simply granted them more time at the start of the game.
3: Killers need to be more active with new Ruin
I'm not certain what that means, because Killers already are. The only inactive Killers I encountered were AFKing Wraiths and basement-insidious-Leatherface who only occasionally got out of his trance to rev his chainsaw.
I can confirm as a survivor, that experienced survivors will repair in a killers face if they have to. I know because did multiple times and still escaped. A 99% gen? Why the hell should I leave it, might as well get downed for it, its the last gen and I'm only on second hook anyway. So killers can't even shoo survivors off gens - they literally have to rely on us making the mistake of leaving the gen. But why should we?
Someone got hooked? No probs, I got kindred, bond, SWF-communication. We sort out who will go for the save and keep working on gens. I see someone getting chased and downed on the horizon? Keep working on that gen. Killer heading towards me? Got a pallet here - I keep working on that gen. If you got that sort of mentality on a good survivor team - it's impossible for the killers to apply enough pressure to not see any gens progress. The reason Killers equipped ruin is simply because it gave them the extra-seconds they needed to actually apply pressure on gens early game! Because we couldn't finish a gen in a killers face, we got shoo'd off the gen and we felt it more necessary to pay attention to other objectives rather than gens.
This got nothing to do with killers too passive with ruin equipped, but ruin giving them valuable time to use to be active!
Sorry for the rant, I hope someone still had the energy to read it after all the ones that already got pushed out. But this was something that kept rollercoasting in my head and I needed it to get out.
My plead to the devs is simply please think about this!
If you really want to rework ruin, do it. Changes aren't always bad, but this one is!!
Thanks for your time.