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So I found a way to make new ruin better!

OtakuZero
OtakuZero Member Posts: 18
edited January 2020 in General Discussions

So I found a way to make new ruin better without it being oppressive. For the first minute of the match it wouldn't be assigned to a totem at all. So it wouldn't be able to be cleansed, but for that minute the perk would be slightly weaker say 150% regression instead of 200%. After that first minute, from the totems that are left it would randomly be assigned to one of them. This final portion has been suggested by others before which was apart of old ruin but not completely. Which is hitting great skill checks would not give you the extra percentage progression for hitting them. Meaning you can still hit good skill checks to progress the gen just hitting great skill checks won't do anything besides give you extra points.

Post edited by OtakuZero on

Comments

  • kreeper124
    kreeper124 Member Posts: 492

    I suggested something similar a few times, though instead of being time based it's based on the number of gens completed. So after 1-2 gens are completed that's when ruin gets assigned to a random totem

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    That's pretty much how old Ruin worked (hitting great skillchecks had no bonus progression)

    New Ruin needs to be made to regress gens equal to base progression

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    Ruin is almost worthless in the first minute of a match. It would be a bit useful in the later stages, but since it's a hex, it's gone by then.