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Is Undying necessary with Ruin?
I currently run Ruin/Tinkerer/Discordance/Nurse's for my Pyramid Head build. It's sweaty but it lets me run around like a maniac and have fun.
I see a lot of people pair Undying with Ruin, but personally I've been getting a ton of mileage out of Nurse's on PH so I was curious if it's ok to run Ruin on its own? Obviously it sucks if you lose it early but I'm wondering if my other perks can help just fine at higher levels. Currentlu rank 6 killer. Thanks!
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it really is just the risk of it being cleansed in 2 seconds
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Personally i dont like undying after the nerf. If a hex gets cleansed for me, the next one is almost always following some seconds later.
I rarely get value out of it so imo its better to just run ruin and maybe pop as a back up.
But i am extremly unlucky with totems anyway, they are always gone 20 econds into the match for me. :(
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I prefer running pop, ruin is great but it's so much RNG. Add in the fact that while undying does protect it, there's absolutely 0 guarantee that survivors won't instantly run into both of your hexs and cleanse them early. If hex totems were hidden better on all maps my opinion would be different, but we've all seen the trash totem spawns and it's awful to lose 50% of your perk loadout at the start of the game. While pop is not as effective in terms of global regression, I prefer the same level of regression being in my control as a killer vs having everything stripped away and be forced to rely on the abysmal 1/4 regression speed base for kicking a gen.
I think ruin undying is ok on killers with very good mobility, but if all you have is 115% movespeed and you find yourself in a situation where you must choose between pressuring gens or protecting your totem what will you do? You can't rapidly move around the map so you're forced into a kind of crappy choice whereas very mobile killers can do both or at the very least punish the survivor who cleansed the totem if you are somewhat far away.
Add in good survivors and totems become even less attractive, people who are familiar with totem spawns or are running detectives hunch will quickly sniff out and kill your hex totems too. What would you think about swapping ruin out for pop OP?
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Personally I am reluctant to swap out Ruin for Pop, at least on Pyramid Head. On my other killers, Nemesis and Oni, I prefer pop, but Pyramid Head is different because he relies a lot on cages and cages don't allow Pop to trigger. I DO hook, but I almost always will cage at some point if I can manage it. Right now, I would say I cage just as much as I hook, so I'd really only be getting worth out of Pop about half the time as I would with Nemesis or Oni.
I think Ruin is definitely the strongest slowdown perk for Pyramid Head!
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Hold on, I missed this. What happened to Undying? I didn't know it got nerfed.
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Before the change all hexes would be renewed on dull totems until no one is left but now it will only transfer once.
Meaning its practically the same totem twice but since the totems spots are pretty bad most of the times the one extra totem doesnt matter that much for me.
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Heck? This makes me want to not run Undying now. I guess it's fine if Ruin gets a second chance but it seems somewhat useless.
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Wow, that's a pretty titanic difference! No wonder Undying seemed to be so popular when I look at older threads.
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The aura reading also used to be stronger and worked on all totems, not only dull ones.
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It also transfer tokens now, so it's far better with stuff like Devour Hope now.
And everyone still runs Ruindying anyway so.
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If I run Lethal Pursuer, I usually don't bring Undying.
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As stated by others ruin and pop together is better than ruin undying. Either you keep ruin up all game or you get value from pop once ruin is broken, which is usually when pop is at its best in the later game.
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Just from personal experience, I've been running Hex perks alongside Thrill instead of Undying in Rank 1.
And the speed you hear that explosion is insane.
It's almost instant the moment you spawn in. Or if it's not that, it is never found.
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I usually prefer not to run Lethal Pursuer that much, especially on Pyramid Head.
Most of the time I will go to my Ruin location at the start of the match to try and make sure nobody got lucky and clears it off the bat. Doing that usually helps me find survivors pretty quick too.
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Undying isn't necessary but helps keep Ruin up all game long. Having Ruin up all game long is a gigantic disadvantage for survivors, especially if the killer knows what he's doing.
That said I usually consider killers running both Ruin and Undying to be newbs who can't get any kills any other way and have to rely on crutches like this. It's funny because if you ever do fight them and manage to blow both totems up relatively fast they always rage quit. That tells you a lot.
Good killers don't need Ruin/Undying, don't even need Ruin, but whatever works for you.
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I think Ruin is best for PH for reasons I mentioned above. I like Pop, but for PH specifically I feel like it doesn't gel entirely with his powers like Ruin does.
Personally, I see Undying alongside Ruin as somewhat risky, as if you have both and both get destroyed, you are a 2-perk killer which I would think is unfavorable. High risk/high reward combo I'd say!
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It depends on preference in my opinion, or it depends on what killer you play.
I stopped running Ruindying because Ruin staying up was a gamble in general. It either works or doesn't, and it got too stressful for me to handle. But then again it's preference, and Ruin is pretty good on PH because of his cages not activating PGTW so I'd keep it on him.
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Definitely a high risk high reward thing, but I think mechanics like this shouldn't be in the game. There are matches where ruin and undying blows up immediately within a minute, and matches where the survivors have been running around for ten minutes and couldn't find the last totem.
They create bad lopsided matches which really aren't fun for the survivors, and hinder the growth of killers. Or matches which are not fun for killers and make them want to rage quit, and all of it is based on RNG. Bad mechanics frankly and not good for the game.
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I find undying more useless than ruin, prolly will never run undying except for Freddy. Every time I spawn in i usually have two totems in the open and far away from where i spawn, I know undying is a hex but it shouldn’t light up till ruin get cleanse so undying can proc and go to the next totem, had games where I me and my teammates cleanse both totems at the same time instantly making undying ruin worthless
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As long as you don't mind games where it gets cleansed early. I do not run it myself and those games are not as common as people make them out to be, but obviously it kind of depends on the map, and naturally, the spawn.
As long as it is up for around half the match, it did its job, if you ask me. Especially if you are also running tinkerer and discordance. I run a more committed surveillance and still think ruin alone is fine.
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Undying Ruin is much better than running ruin alone. You can expect your Undying to go down fast but its purpose is to give you more time to find survivors and get downs, hooks etc before Ruin gets found and destroyed. All in all it does its job. I've played with killers without Undying/Ruin and its crazy how much of a difference it makes having it vs not having it (Undying/Ruin) There will be times when both will go down back to back. This has happened to me and i've seen it happen to a killer when i was playing survivor which shocked me because i thought i was the only one to have such bad luck but it will work out for you more often than not. Gens just go way too fast so the games "balance" is revolved around Undying/Ruin if your going against strong survivors whether they are solo or not. Not to mention also your that your going to be playing on bad or disadvantage maps most of the time so you want an equalizer. Unfortunately this means you have to learn how to play with 2 perks only as both can go down fairly quick but its much better to have Undying/Ruin as opposed to Ruin alone. I main killer and that's my take. Medium high risk, high reward vs just having ruin alone which is high risk, high reward
If you want to use Ruin alone i strongly suggest against it and instead use that slot for something you'll get more value out of like Sloppy Butcher, Corrupt and or Pop considering you dont have them on your perk build already.
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I'd say it depends on how long you want to stall. Sometimes I'll use ruin as an early distraction so I can get some steam going knowing I'm not going to rely on it for continued regression. I like it forcing some into other spots
So much in this game comes down to it depends.
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Run undying if you are reliant on ruin
If you don't need ruin to win, don't bother with undying.
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Even if it gets cleansed immediately, Ruin saved you 20 seconds by making that survivor run over and cleanse it
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Imo one should try and play without any hex perks as best you can sure gens pop fast but unless your a killer that can move across a map fast such as hag or oni your going to loose them fast regardless and then youve got one less perk helping you for the rest of the match. Ideally find your 3 gen and get ready to camp it that way youll lock survivors into it
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I personally prefer ruin and oppression together. If I lose ruin early then I still have a mini ruin I can use the rest of the game. If I don't lose ruin early then it's like having ruin/undying anyways, minus the dull totem auras.
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hardly never u wil lget your 2 totems destroyed in 20 seconds or less, it can happen? yes but is unlikely to happen, anyway, when i do use those 2 i always run pop as back up.
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Honestly it is more fun to run haunted grounds or thrill of the hunt instead of undying for ruin
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Is it worth running both tinkerer and discordance? Feel like swapping one out would make a better build tbh
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It takes 14 seconds to cleanse a totem 🤠
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I prefer more consistent perks, try corrupt pop tinkerer, although tinker/ruin, tinkerer/pop work better with killers that have high mobility or map traversal.
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