A hex shouldn't disable itself
I'm sorry i like every change but what the hell is this
the hex is suppose to stay there to annoy survivors to finding it, making ruin even worst and making it automatically deactivate, just kinda makes it useless, like i know we are trying to shift the meta but ruin was already bad
it should have been a thing for survivors once all 4 survivors fully heal in CoH it disables itself so the survivors are forced to leave that specific spot
like don't get me wrong corrupt disabling itself after getting a down is perfectly fine and fair (unless its SWF but we don't talk about those )
and also survivors get a basekit barrowed time but killers don't get shattered hope?
is anyone even running it, because its not only a gamble because how am i sure im gonna have a boon every game and plus it doesn't provide a single extra help in any moment in the game or works with other perks, and honestly its still kinda useless on some maps like eyrie of crows, since i can't waste any time going up there
i know this patch is full but i hope you consider making it base kit because i can't see anyone using it when you can run other perks that can help you (of course im excluding blight and nurse or any killer that has more speed than normal killers )
Comments
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It is kind of a weird decision, I agree. For me going from 200% to 100% seems like the nerf it needed. Only reason I can think of auto disabling is, if you've already got one kill then you're already in a really good spot and the 3 survivors will not have time to look for it, cause likely one will be on hook, one will be chased and one will go for the save and they don't have time to look for the totem? Not that it's a good reason, but the only thing I can think of.
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Hex ruin goes from 200% to 100% (normal killer regress speed).
"Okay, as expected. Fine, Its still overall decent perk but probably not meta anymore." B tier.
It will also disable itself after first kill.
"Ehhmmm... Then this is probably C tier. Too risky. Not super great reward. Might as well play something else."
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It is quite an odd design choice. I can understand it weakening it's effect based on how many survivors are in the game, but killing itself just seems antithetical.
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Feels to me like this is the killer version of DS' nerf - we generally understand why the first nerf happened (speed of regression and disabled in endgame, respectively) but the second one (dying after a kill and stun duration lessening) just feels like overkill. I don't use Ruin personally, I have never liked it, not when it was great skill checks or bust or after, so I'm not speaking from a place of "my favorite perk is nerfed," but it does seem really odd to me that a hex totem is now permanently removable without being done so by the survivors. It makes it an early game perk akin to Corrupt Intervention which is generally when it's least useful (can't patrol all 8 gens enough to get even the 200% regression to matter unless you're one of the top mobility killers). I dunno, just feels like Ruin's going to drop off the face of the earth.
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They are trying to get killers to stop using this perk and they will succeed. I sure as hell ain't using it in my builds anymore. I won't miss the obnoxious ruin, undying tinkerer blights though.
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they remove a vault speed from Spine Chill: people say perk is dead
they make a hex deactive itself: no one seems to care
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Having Hex: Ruin turn off after someone is killed imo is completely fine. As there's always that game where you can't find it and the game snowballs too hard in the killers favor. Still it's a hex perk, they've really nerfed this perk hard when survivors can still cleanse hex perks within a minute of the game.
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Hex: Ruin has been ruined again
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Man who knew Sam predicted the future of Ruin.....
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You're right. What's the point of lowering the regression speed if it's not even going to be active as long as the survivors keep it up through the game? Also, do the devs know that Hex: Ruin isn't always used because survivors can take it out really quickly early game? Or are they planning to hide the ruins better? If it stayed up while being at normal regression, that should just be fine. Not sure what they were thinking on that one. I have similar thoughts on other perks but that one is a huge change that will make the perk useless now.
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Seems like they wanted to obliterate a lot of perks. Tinkerer, iron will.
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Did you not read the rest of what they are doing to nerf Spine Chill? Or are you purposely making an ignorant comment?
And yes, I acknowledge Ruin is getting gutted as well. But as others have said, the killer is already in a great spot if they have a kill. Tell me one time a Ruin totem has outlasted a survivor in a match (that didn’t give up or get left for dead by potatoes).
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I was merely comparing the outrage about Spine Chill to making ruin deactivate itself and already being a hex.
Reading comprehension bros, I did not engage with quote or reply to any of you so I dont have to debate anything
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There’s nothing inherently wrong with Hexes having a time limit. Haunted Grounds for instance has a time limit when it triggers, and Hex Retribution likewise only lasts a limited amount of time per destroyed totem so has a net time limit as well.
That’s not to say Ruin isn’t possibly overnerfed, they may have made it a bit too weak overall. But as a general statement Hexes having time limits is fine provided the effect you get during that time is powerful enough.
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The difference with those is that a survivor is still spending 14+ seconds to cleanse or bless it. Ruin will be the first and only hex to remove itself from a totem. And its power was halved.
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I can at least see the logic in the change; once someone is dead, the game is in a dynamic where 1 on the hook, 1 in a chase, 1 going for a save means that nobody is progressing gens as long as you keep up the work as killer. Having Ruin in that situation can feel exceptionally strong, especially as there's also not a lot of wiggle room for survivors to hunt for a hex, the perk basically holds the survivor game in stasis while you play as killer.
That said, I believe hexes already have enough innate counterability that they don't need a hand-holding mechanic like this. It is nothing except punishing a killer for doing well by removing one of their perks.
I mean I don't really even use Ruin because I hate hexes, so I'm not that invested, I just feel like giving perks multiple ways of being completely deactivated is a bit much on top of already halving its effect.
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I still don’t see a problem with time limited Hexes in general. Hypothetically you could make a Hex that Exposes all survivors for the first 90 seconds of the match for instance (kind of like a reverse NOED). That would probably be a powerful enough effect to be Hex worthy and something the survivors would want to deal with by destroying the totem if possible.
The issue with Ruin isn’t the time limit, per se, it’s that its effect is maybe too weak to warrant it.
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I love this video.
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It's still a decent perk despite the nerfs and not op like before which was the point of the nerf. If you have managed to kill one survivor you are already in a winning situation and running ruin and tunneling someone out of the game won't be effective since you will only lose one perk by doing so. Also generators already take 10 seconds longer to do and kicking is now more effective so i think the nerf is good.
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I've noticed a theme where a lot of the meta perks got two nerfs, and in all of those cases, one of those nerfs would have been fine, but two completely kills the perk. Iron Will, Spine Chill, Self-Care, Pop, DS, and Ruin.
Ruin was already unreliable; now it's doubly so and its effect is too weak to bother bringing. I see zero reason you would bring it over Jolt or Pain Resonance now, or Overcharge or Call of Brine if you feel like kicking gens.
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Honestly, I wouldn't call a 100% ruin even decent, it's actually complete garbage after the poatch since regression prevent kicking gens, so it's litterally an annoying hex for the killer if he would've had multiple occasions to kick the gen.
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Perk is strong?
Step 1 - Evaluate how to retain its potency while making players be more conscious to optimally play around it.- Step 1 - Cut the numbers in half.
- Step 2 - Make the perk blow itself up.
Step 3 - Take notes to ensure this mistake does not happen againStep 4 - Test these changes repeatedly and pour over data to ensure it is optimized before going live- Step
53 - Buff another perk to do be just as bad if not worse than this one was.
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Given how absolutely unwinnable the game can become when dealing with ruin in a 3v1 scenario or worse, the change makes sense to me. Like Corrupt Intervention - by that point you've clearly gotten enough value out of the perk in order to no longer need it to contribute to the snowball you've amassed.
Also Hex: Ruin is a boring passive perk that prevents me from kicking generators when I'm killer and prevents me from getting blast mine value when I'm a survivor, so good riddance!
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The fact that in Tier 1 and 2 it regresses slower than normal regression speed.
Perks should be usable, but they gutted most Meta Perks to make them useless and instead buffed the currently useless Perks to make them useful. It's ridiculous.
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Agreed.
They're hexes, the survivors can just do bones if they want the perk gone. It deactivating on its own is bullshit, no matter the requirement to make it deactivate in the first place.
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As a survivor, if I detect Ruin lvl 1 and I'm playing with mates, I'll tell everyone NOT to clean ruin as it heavily nerfs the killer...
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Even normal Ruin. Kicking a gen gives a mini Pop. Ruin doesn't. And since it regressed so slowly, there is no point in even looking for the totem. Ruin is dead.
Rest in peace Ruin, Spine Chill and Self Care.
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Yeah, I mean, new ruin lvl 3, altho preventing the minipop, still gives baseline regression. It isn't really good but I think it's kind of better than having to kick the gen. (still, I'd consider it a minor inconvenience at best).
But at lvl 1 and 2 it's a litteral NERF.
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