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Ruin rework idea

Let me preface this by saying I play killer and survivor equally

My idea for a ruin rework is to turn it into a normal perk instead of a hex but with a few changes of course

ruin starts with 12 tokens and gens regress at 200% speed. when the killer hooks a survivor they lose a token and gens regress 5% slower

So regression would slow as the game progressed

if that’s too OP, I think in addition to a hook subtracting a token, each time a survivor cleanses a totem it could take a totem too. when everyone is on death hook with tokens being a 5% subtraction Gens would be regressing at 160% but if 5 totems have been cleansed gens would regress at 135% which would make ruin powerful again but not OP in my opinion


if that’s still too OP, each token could be 7% or maybe more

Comments

  • SquirrelKnight
    SquirrelKnight Member Posts: 951
    edited June 2020

    I think itd be good, as it stands new ruin is too weak to be a hexperk.

    Edit: just reread it, the tokens would be a huge issue dunno what i was thinking with it. I like the idea of it not being a hexperk

    Post edited by SquirrelKnight on
  • ccactus623
    ccactus623 Member Posts: 214

    Ruin is a good perk, you're suggesting that the killer is punished for hooking ? Your suggestion would just lead to more camping as you can one hook some one and keep 2 staxks.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    I feel like it not being a hex perk would be cool, but punishing killers for hooking survivors isn't it.

    Instead it could be a flat 200% regression across all tiers, which is then active for x/x/x amount of time depending on perk tiers. For example, the perk activates when 3/2/1 generators have been completed, and remains active for the remainder of the trial.

  • darklinger
    darklinger Member Posts: 128

    I like ruin and surveillance on Plague with this perk I would be unstoppable xd

  • PureHostility
    PureHostility Member Posts: 708
    edited June 2020

    Ruin would need to lose passive ability of automatically regressing the generators as soon as survs stop touching them. Surge would be completely worthless otherwise, even more than it is now (mostly due to the long arse cooldown). If surge wouldnt have a cd (as it shouldnt), you would see a lot of killers using it.

    It being a hex is okay right now, but hexes being the way they are is... Eh.

    Ruin is fine, it is great when you put pressure on survivors and chase them off gens. It also isnt as often hunted down ASAP, unless a survivor stumbles upon it randomly, as it doesnt interfere with generic gen rush, allowing for it to stay alive much longer.

  • JPLongstreet
    JPLongstreet Member Posts: 5,999

    As is Hex: Ruin fine unless you get a crap spawn. The only change I'd make is make it also affect the doors so they cannot stay 99'd. I feel this would be a decent bonus for the lil fella living that long in a match.

  • ggezbaby
    ggezbaby Member Posts: 404

    Ruin is an amazing perk in its current state!

    As for your idea, 12 tokens is way too many imo

  • FlamingkittyUmad
    FlamingkittyUmad Member Posts: 313

    Ruin is at it's peak, it's arguably stronger than old ruin well being more fair to go against

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Ive always thought hex perks should light all the totems. Each totem thats broken reduces the effect. Youd have to buff the effects from where they are now and when 3 totems have been broken the effect would be weaker than it is now.

    This would encourage survivors to break all the totems increasing match speed while also making it feel like not a wasted perk slot. Theyd have to get a little creative with some of the perks, like im not sure how devour could work, but im sure they could do something fun

  • Freesham
    Freesham Member Posts: 262

    What @ggezbaby and @FlamingkittyUmad said. Old Ruin was a band-aid for the weaker killers or killers that needed setup (like Clown, Trapper, etc.) who couldn't pressure gens early and fast, so it gave them some time to get the ball rolling and a chance to snowball before too many gens get finished.