Let's Rework Hex: Ruin

Hex: Ruin is one of the most popular Killer perks, and one of the most controversial ones, for a multitude of reasons. Its ability to regress generator progress at an equivalent rate of 1 Survivor repairing it makes it a real must for Killers to utilize, especially with the Hex Perk known as Undying. This can often times lead to very cheesy and undeserved strategies popping up for both the Survivor and Killer.

This thread addresses the primary problems with Hex: Ruin, as well as provides various solutions to the many things that both sides can end up doing in order to circumvent Ruin's abilities or cause it to remain powerful.

This is what I've come up with:

Hex: Ruin

  • Hex: Ruin now takes an equivalent of 25% progress to activate on a Generator.
  • Hex: Ruin still regresses progress to 0% upon its activation, and will only affect Generators that have been worked on. It will not activate on all Generators as soon as the curse pops up.

Now, first and foremost is the change to make it so that it requires 25% progress to activate Hex: Ruin, or to get into a chase with a Survivor that's on the generator. This is a substantial nerf to Hex: Ruin, while also being one to the utilization of the "Ruin Check" strategy that has been commonly used. This gives Survivors a feasible chance to actually be able to repair a Generator and keep that early game progress, but won't let Survivors know immediately that Ruin is in play.

However, this change is a double-edged sword, as now Perks that rely on kicking Generators are now massively buffed and can actually be used alongside Ruin prior to its activation. This could make slowdown builds more interesting, or just other builds in general more unique, and would make Ruin more of your trump card than anything else.

As far as the last change is concerned, due to the fact that the first change would have to be implemented, that means that Generators are individually affected by Ruin and not universally affected. One Generator will not cause all Generators to be affected by Ruin. Instead, it's just that Generator that is affected. This makes Ruin easier to manage overall for both sides and ensures a more interesting game for both sides.

These changes allow Hex: Ruin to keep its values as-is with no other changes to the Perk. This change mostly affects the early game, but makes Ruin itself a threat starting at or around the mid-game at best. This means other perks that can do damage to generators can have their utility in the early game instead of Ruin.

This would be a very controversial rework, but I think if it was given a proper amount of time and testing, I think you guys would actually like seeing this version of the perk in action.