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It's time to change ruin to a non hex perk
Comments
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I do not understand why we need to keep saying this. I also do not understand why they keep saying it is effective as a late game perk.
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That is a good idea.
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It's not my idea — it's @Pulsar's idea. We discussed it and I agreed his idea has value since it wouldn't be OP.
His idea works because Ruin doesn't have a lot of impact early game and most late game Hex perks don't last long enough to be meaningful. Devour Hope works because it has the ability to make losing games into winning games. Therefore, since Ruin at late game isn't as good as Devour Hope, it needs a secondary effect to compensate the fact that it will get destroyed. 😁
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New players never had an issue with ruin, they complain about diffrent things. Check steam/metacritic to find out what they do complain about.
BL was made similar to the other exhaustion perks, meanwhile ruin is in the dumbster.
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The totem get found within the first 30 seconds on survivor sided maps. Gg peanits, good job
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"Hex" and "late game" shouldn't be in the same sentence.
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Cool that its based on her story, but right now Ruin is a useless per for her. Hag does not need Mid-Late game slowdown, even if it scales with pressure. Hag has enough pressure out of her traps alone during that time. What Hag lacks, is early game slowdown, so that she can prepare her traps without getting genrushed. This isvwhat old Ruin did, even if it was unbalanced. Now Ruin is completely useless for her. Not to mention that new ruin gets cleansed as soon as it starts being useful...
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But you still dont understand that hexes will never survive 1-2 min on higher tiers. Make it non-hex and cut regress power instead to balance it.
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This is what needs to be done. Sometimes the devs stick to things stubbornly and the idea that hex perks need to be all or nothing is one of them. I think some of the hex perks would benefit greatly from having effects that aren't tied to them being active, like Thrill of the Hunt and The Third Seal.
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Ruin is now similar to other hex perks
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ideally, yes, but in reality this will not happens, it's highly unlikely that you get pushed off to gens long enough to lose all progress you made, if you re pushed off shortly after another player will take your place finishin the gen without issues.
Not to.mention the fact that if two survs are on a gen,the killer can only chase one leaving the other to the gen, hence this perk has simply no effects, at least it is what always happened when i met this perk
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Thank you!
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#########?
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Okay the only thing it has in common is that it is a hex, where is the strong effect of a hex perk? Compare ruin to devour hope, which one would you prefer in the endgame?
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Ruin because getting 3 Devour tokens in end game is unreasonable.
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In endgame and only 3 tokens? K.
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They won't because this causes 2 issues
This breaks hags unique perk play style revolving around hex totems
It breaks their philosophy around perks with strong abilities take devour hope letting you instantly get all 4 survivors out the match at 5 tokens. It simply would just be too strong especially with the 200% regression speed.
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I did try and give it the benefit of the doubt, but it's useless.
It can be somewhat half decent if you can pressure a lot as like Demo, or Freddy or someone....but only if it stays up for a short while. It never does though, it's gone in 60 seconds or less, making it a wasted perk slot.
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What if it wasn't a hex? Instead it slowed the game down just a bit exactly how it used to be? Only it's effected around the killers terror radius so they're forced to map pressure. Just an idea
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Instead of repetitively stating that it would be too much for non-hex perk, maybe an explanation to why this is the case? To me, Hex:ruin feels more like catalyst for making Surveillance a decent information perk mid-game perk. With it's synergy, it's like 6/10 perk combination, but when totem is broken, your just left with surveillance which isn't that useful. Ruin does nothing in early game because too many generator are up and all the pallets are up so if your going lose 3 gens from an early chase, ruin isn't going change that outcome. Late game is either 2 survivors fighting for a hatch or a bully simulator at exit gates and you don't need regression perks when people aren't pushing generators or when all of them are done. Without any perk to safeguard and ensure totem perks make it to mid-game, there just isn't much reason to use a perk that disappears randomly over using any other consistent info perk..
Post edited by Devil_hit11 on0 -
It's definitely not a late game perk
FTFY
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Hopefully, you're going to have more than three hooks by the time the game enters the end game. 😊
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The devs had already said at one point when ruin was first released that they weren't changing it because it was a high risk/ high reward perk. Powerful, but can be countered by destroying. THAT IS how the perk was balanced. Now they HAVE changed it despite their original stance (to cater to survivors who dont want to build the skill to do skill checks) and now it's a high risk/ eh reward. Totems aren't hidden well enough for any hex to be a late game perk (it's a joke to say that a hex is supposed be a late game perk in the first place). Ruin needs to be changed to a non-hex perk. Perhaps they need to change the rate of regression or have a time limit till the perk activates from the start of the match (4/3/2 minutes)
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Because it's a hex.
If it doesn't have an immediate effect (haunted grounds, old ruin) or a good one (devour hope), then it's useless.
Don't worry though, I'm pretty certain BHVR knew what their were doing by making it good on killers that didn't even need the perk in the first place.
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BHVR's logic to this was "Even if it stays up for only 30 or 60 seconds you still got extreme value out of the perk" pretty much what one of the devs said, which is blind blowingly wrong.
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It certainly highlights their inability to listen or ignorance to how their games actually work.
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The other argument was "That it's meant to be a high risk high reward trade off" which is BS, because lets say there is an early middle and late game, it was moderately useful in middle and very powerful in late game, which is debateable on it's own but they claim that is the case so lets say it is-
In like 7/10 matches it is gone in the first 60 seconds or less, more or less games depending roughly on rank but still, and then like the other 2 it's gone in the middle and maybe one game it might make it to the late game at all. Most people just plow through the first 2 gens now unlike old ruin and then destroy it because it doesn't even phase them early on.
Then soon as 1 or 2 gens are done they pop it, so it doesn't make it to the middle game where it might have actually done something- this happens almost every single time.
That isn't a "Gamble" that isn't a high risk high reward. Imagine if I asked you to go skydiving with a chute that only opened 7/10 times and I would pay you $200,000, and 2/10 times it opened only once you hit the ground, and 1/10 times it actually works just barely. Would you still jump?
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You know it's funny... some guy in a different thread had an issue with me saying that ruin + surveillance was a mediocre build.
Like yeah, I know where the survivors are so what? I still can't chase them off gens and guard the totem at the same time.
I rather run Weasel cause at least It's consistent.
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Could make it spawn on the map when 3 gens are done so?
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Could you re-phrase that for me?
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Legion, Demo, and Doc were frequenters of old ruin if I'm not mistaken.
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Since it requires to work as a mid-late gamr perk, we could try to make it trigger and spawn on the map when 3 gens are done, as well as Noed spawn when all 5 gens are done.
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Yes, they were.
It's actually okay on Legion.
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Maybe, but that seems like too much of a stipulation. Killers like value perks and Ruin, even with that, is still going to be destroyed fast, or it may not even spawn at all.
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