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Doesn't ruins nerf clash with the idea of hexs?

supersonic853
supersonic853 Member Posts: 5,873
edited June 2022 in General Discussions

A hex is designed to be a strong perk that can be quickly removed by survivors. We have a bunch of perks to help survivors accomplish this. Having ruin just auto destroy itself after a survivor dies seems weird for a hex (high risk high reward) perk. It makes the reward part have a limit but the risk stays the same. Honestly if they just removed the hex part of it and made it a normal perk till a survivor died would anyone be against that idea? My problem is ruin just doesn't have the power and just destroying itself doesn't make sense for a hex perk to match the downsides. Feel free to give your stance on it though!

Comments

  • ColonGlock
    ColonGlock Member Posts: 1,224

    Hex Ruin or any other Hex build will require you to synergize several perks to get the most value.

    It will no longer be as effective due to base killer changes that make the killer role a bit easier.

  • Norhc
    Norhc Member Posts: 575
    edited June 2022

    The thing is, I don't even think Ruin auto destroys itself after a survivor dies, it just snuffs itself out. Meaning that it won't even have Pentimento synergy. That's how hilariously bad Ruin is now.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    I dont think Ruin will be worth running anyway after the change so it doesnt matter. We wont see it anymore

  • fulltonon
    fulltonon Member Posts: 5,762

    Ruin has been trash tier for eternity, it doesn't matter.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Ruin, Iron Will, Dead Hard, Pop died.

    At least Corrupt is still alive for Trapper, Myers and Hag.

    But i think this is mistake, these perks needed nerf but they should stay viable. But they are not anymore.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,156

    Exactly.

    All of those Perks mentioned (and some more) just got nerfed to have new Perks in the Meta.

    And IMO I dont think that Ruin disabling once a Survivor is dead is such a bad thing. First of all, this is a very rare occasion. And second, if you have one Survivor dead before your Ruin is found, you are usually in a very good position as Killer. And meanwhile for the Survivors it is at least a bit less frustrating to play a 3v1 with more than 1 Gen left.

    What really kills Ruin is the Nerf to the Regression-Speed.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited June 2022

    Pop is fine. It's still just as effective as Pain Res when a gen is it 75% or higher, and Pain Res is now the most effective regression perk. the difference is with Pop you don't need a scourge hook and you can chose where to apply it and maintain pressure on that gen, while Pain res is pot luck and doesn't stop the survivor from just continuing to hold it. So chances are you might even get more value out of Pop on a gen at say 50%, than you would with Pain Res.

    I would say the new regression meta will include; Pain Res, Pop, Overcharge and Jolt. With Overcharge or Jolt essentially becoming the new Ruin, depending on which aspect of it appealed to you as a killer; whether you prefer to inflict as much regression as possible, or because you simply don't want to waste time kicking gens yourself.


    The fact that Ruin, a Hex, is now weaker than all of the other regression perks, even if it's not cleansed, is kinda sad.

    I hated Ruin as much as the best of them, but it was absolutely wrecked by these changes. It only needed one or the other nerf applied to it, not both.

    It would greatly benefit from not being a Hex at this point, and with it auto-destructing after the first kill, it would be as self limiting as Corrupt.

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    hexes are a relic design imo, I refuse to run hexes, might as well discontinue them and just let them use totems for boons anyway

    I stopped running ruin back during OG Freddy days

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    Hex perks are already terrible against all but the most inexperienced solo q teams. Against any survivors that know what they are doing, especially SWF teams, hex perks are nearly useless. I never used them before the nerfs and now there’s even less reason to use them. NOED was an exception due to the fact that you could often down at least one survivor before it was found, but now that’s been nerfed to make it easy for survivors to find.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    Ruin needed to be nerfed.

  • Tsulan
    Tsulan Member Posts: 15,093

    "Ruin is a high risk, high reward endgame perk". That never lives long enough to see the endgame.

  • ArchAbhor
    ArchAbhor Member Posts: 847

    Yes. The whole risk reward thought process to hexs is just bad for hexs balancing minus devour. I've said it a bunch but if they are planning on nerfing hexes they should give them lesser residual effects to combat the fact that they can be cleansed so fast.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    At this point the most likely reason Ruin remains a Hex is because it's a Hag perk.

    Remove the Hex aspect and it deactivating at one kill doesn't seem so bad since it can't be removed before then.

    It even brings back a bit of original Ruin's strength of slowing the early game

  • Lekitzul
    Lekitzul Member Posts: 495

    Honestly, I've always found that Ruin causes and opposite affect actually. Like. Survivors will GEN RUSH the heck out of me when using Ruin since they realize they can't leave the gen. :/

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,915

    Yes but it didn’t need to be nerfed this harshly. It’s dead now.

    Kind of, although I don’t think it snuffing itself out is that big of a deal since in most games it doesn’t last that long anyways. But it does kinda kill its synergy with some other hex perks. For example a build I like on spirit is ruin/undying/haunted/retribution which is obviously very high risk but it can also completely wreck the survivors if they get unlucky with the totems. But ruin holds that entire build together and is the only incentive there to actually do totems, so it snuffing itself after a death sorta makes that a bit less worth running; even though you are often in a good spot after someone dies anyway, that’s not always the case.

    But none of that really matters imo because the reduced regression speed is what really kills it.

    I don’t think it should be made a non-totem perk though, the nerf should just be scaled back a bit. Also thematically it has to be a hex since it’s a hag perk.