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I don't get why people dislike ruin+undying+tinker

its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

Comments

  • Alphasoul05
    Alphasoul05 Member Posts: 601
    edited September 2021

    Same reason everyone hates DH; it's a really good perk that everyone uses.

    Tinkerer is worthless without Ruin, and you can remove 2 perks, resulting in the killer having 2 perks. It requires you to drop chases even to pressure gens. Even WITH Ruin and Tinkerer, you can't be everywhere. Split up, do a gen each, the killer can't get around to stop the gens from completing in this scenario. This means that it's only really efficient on killers that could probably do well without it, sometimes being a bit too strong on super mobile killers, but being just fine (and sometimes necessary) for weaker ones.

    At the end of the day the reality people need to accept is the fact that gen regression is required on every single killer and will be double so when SBMM comes out. This is not a killer perk problem, it is a fundamental problem with the games inherent design the developers bandaid fix with gen managing perks.

  • MissKitty95
    MissKitty95 Member Posts: 786

    nothing more anoying then getting a gen to 90% getting chased of it to come back and see it’s 10%, it just longs out the game, I actually miss the old ruin, il take missing perfects over it’s current state any day

  • lav3
    lav3 Member Posts: 772

    I think most people dislike its combo while playing soloQ.

    Chill teammates. Low rank teammates with wrong matchmaking. Indoor maps which are hard to find totems compared to outdoor maps.

    With all of this, losing gen progress with Ruin Undying Tinkerer synergy could be another stressful factor why people feel bad about soloQ.

    After Undying nerf, I don't mind this combo too much but I wouldn't blame for people who hate this combo honestly.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    It's same reason Strider was nerfed. That combo outperforms on Blight, Spirit, Nurse and to a lesser degree Billy and Wraith. It's basically buffing all the S-Tier/High A Tier killers and doing nothing for the rest of the killers.

  • TacitusKilgore
    TacitusKilgore Member Posts: 1,380

    People will naturally hate whats meta. People hate the AWP. People hate garen and yorick, People hate sniper in tf2. Etc etc. If its effective and powerful, people will naturally hate it. Humans when playing games will scientifically choose the path of least resistance. When the path to victory is crowded with a lot of resistance, it pisses them off. Of course we are not all like this, but many are. Which is where the hate for ruindying comes from.

  • Crowman
    Crowman Member Posts: 9,516

    People don't like playing against strong things, because they want easy wins. It's too much effort for the average survivor to cleanse totems.

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    To be perfectly honest, Ruin/Undying is only good because survivors don't fear it. Play with Devour Hope and you will see how they change their style from "waah, I want to rush gens" to "holy mother of lightborn, FIND THE TOTEM."

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Because it's very, very, very good and likely to end in a stomp against solos.

  • edgarpoop
    edgarpoop Member Posts: 8,365
    edited September 2021

    It's less about strength. It's as close to auto-pilot as it gets for a killer. You have 3 perks that essentially play the game for you, and it becomes less about chasing players and more about chasing Tinkerer procs like an AI. Yes, it's counterable and prone to RNG with totems. Doesn't make it less annoying, especially in a solo queue environment where all it takes is one oblivious teammate to throw a game.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Well, you throw in PGTW and Blight, Nurse or Spirit and the Killer has won the game for 95% of players.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Because solo survivors are allergic to totems

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  • Axx
    Axx Member Posts: 392

    Anything that makes the game harder for the survivor role is hated by the majority of survivor mains. Granted it can be very good on meta killers, but the killer player also needs to able to play the meta killer at a decent level. It is most affective vs average survivor players. You can see good killers use it vs good survivors and the killer will still struggle.

  • Crowman
    Crowman Member Posts: 9,516

    And you can cleanse ruin removing all the benefits from the game.

    For a perk that the opposite side can completely remove from the game, it should be strong.

  • ad19970
    ad19970 Member Posts: 6,410

    It's not because it's good and works for killers. It's because it can be pretty damn oppressive when the killer knows exactly whenever a gen is about to be finished, and the gen then regresses when he chases survivors off of that gen. It's incredibly powerful on killers with mobility.

    It's not an auto win as some people seem to think, but it arguably does too much for a killer.

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  • Crowman
    Crowman Member Posts: 9,516

    Undying means you have to cleanse 2 totems instead of 1. It's a non-issue after it got nerfed.

    You can bring a map to find totems. Detective's Hunch and Small Game are perks designed at finding totems. And Counterforce helps you cleanse totems faster with some totem finding built in. It's really not difficult to find totems and cleanse them.

    Not to mention Hex totems also have a unique sound you can hear when you are close enough to the totem. So you can also find totems just by hearing them.

    Stop making excuses why you can't find and cleanse two totems to remove half a killers build.

  • Junylar
    Junylar Member Posts: 2,005

    Tinkerer is a wasted perk slot on anyone except a 3000-hour blight or 5000-hour nurse, and on anyone including them against SWF. They will ALWAYS finish the gen before you can even get there. This perk is in a strong need of a buff: +15% haste status with "undetectable" would make it a bit more balanced.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Thank you for saying the average survivor.

    I like cleansing totems.

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  • Shroompy
    Shroompy Member Posts: 6,668

    Because as a solo q there isn't really anything you can do unless you get really lucky and find the totems early on, if you stick on a gen the killer will just come by just to get you off of it, chase you around and wait for the next tinkerer proc to chase some one else, then when your gen procs again they come back... its just an endless cycle that drags out games and is boring as hell to play against.

    Its literally hand holding, just like how DS + Unbreakable was for survivors, Ruin/Tinkerer is the killer version of it

  • xenotimebong
    xenotimebong Member Posts: 2,803

    Why did people hate forever Freddy? Same reason. Because forcing the game to go on longer by slowing down action bars (or applying automatic regression to gens so you have to do the same gen over and over) is a particularly annoying way to lose a match.

  • konchok
    konchok Member, Alpha Surveyor Posts: 1,719

    Before this was even popular, which was way back because it was right when blight came out. I was running Surveillance rather than tinkerer, it's surprising to me that no one uses or complains about surveillance when it acheives basically the same thing.

  • Crowman
    Crowman Member Posts: 9,516

    Ruin is a high risk-high reward perk. Ruin can be cleansed as early as 20 seconds into a match which would cause it to provide 0 value. Ruin also provides 0 value if you manage to complete a gen without interruption. It's not unhealthy because it makes survivors take longer to complete gens if the killer is pressuring survivors.

    What would make ruin unhealthy if it was just a passive perk that survivors couldn't remove from the game, because then it would be far too strong.

    What is unhealthy is this mindset that killer perks shouldn't be impactful and provide a hinderance to the survivors. Especially on perks that provide direct counterplay (cleansing the totem).

  • Predated
    Predated Member Posts: 2,976

    In all honesty, it depends which killer is running the build, if it's a Nurse, Blight, Oni, (Mintrag) Hag, Spirit or any other killer that is already good at keeping chases very short while having enough mobility to patrol a large area. It's really danm boring as Solo Q cannot do #########. Even if they cleanse both totems relatively early, they cant communicate where a totem is, so everyone has to find the totem themselves. Meaning it's not 1 team searching 5 totems efficiently. It's 4 individuals searching up to 20 totems.

    On killers that are a bit weaker and need to buy every second they can get and this build isnt really as noticable.


    So yeah, super meta gen slowdown on killers that dont need it to get consistent wins is boring. You're literally doing it to push a 70% winrate up to a 90% winrate at that point. Why would you even want to win 90% of your games if its done through the most boring way possible? This isnt a tournament, survivors are not optimal, losing is fine. You should try to win ofcourse, but keep the games fun too. 1-2 gens popping isnt a big deal. If you have a build that gives you a consistent 4k with 3 gens left, maybe you should consider playing less sweaty with the builds you run and people wont complain about it.

  • Predated
    Predated Member Posts: 2,976


    Ruin alone? Yes, agreed. Ruin and Undying? Bit of an issue

    Yeah, but surveillance still keeps your TR, so survivors know you're coming in advance. On killers like Nurse, Blight or Bubba where being out of position is the difference between a 5 second chase and a 40 second chase, especially considering you cannot warn your teammates.

    Current Ruin, Tinkerer Undying would be fine on high mobility killers if there was a ping system. Ruin, Undying and Surveillance is fine without ping system

  • Yords
    Yords Member Posts: 5,781
    edited September 2021

    I think that is a bit much, it really doesn't feel that way since the killer still has to chase survivors off gens.

  • Predated
    Predated Member Posts: 2,976

    Kinda wrong tho. I dont like playing against it because of Solo Q. For the average Solo Q there is a multitude of things that makes this build super boring to face:

    1. I dont know when a teammate is cleansing a totem, meaning I could be looking for a totem that is already being cleansed
    2. I dont know where a teammate has been, meaning I could be looking in places my teammate has already thoroughly checked.
    3. I dont know if a teammate has seen a hex totem before or during their chase, meaning I would be wasting time searching for a totem for quite some time

    Solo Q looking for totems is essentially people looking for 20 totems. SWF looking for totems is people looking for 5 totems.


    This build is boring and a problem because of solo q.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    RPD and teammates who can’t find hex totems on Autohaven. And other similar situations.