Hex: Ruin is not the same anymore
Why is this perk nerfed? Like if someone dies the totem just disappeared. It's just dumb of how gen rushers will complete it in 10 seconds and then they die and then they can continue complete it in 30 seconds and then the exit gate just powers
Instead of that you can nerf the progress but I find it not the same anymore. Why BHVR? Why do you wanna nerf the whole perk system to make it good again?
Comments
-
+10 seconds to every gen in a 3v1 with active Ruin would be an auto-win for the killer. These things are often thought of from a perfect survivor play standpoint, but it's important to consider the flipside too. A good killer is rarely going to lose a game with favorable gen and totem spawns if you give them +10 seconds on gens and Ruin in its current state.
Imagine playing against a high MMR Pyramid Head with current Ruin/Pentimento/Undying/Haunted Grounds at 90 second gens in solo queue.
7 -
I don't really understand what you're trying to say, but the entire point of the patch is to nerf common regression perks in order to make other types of regression perks or chase based perks more attractive.
That's the entire point. Hex: Ruin isn't supposed to be the same. It's supposed to be weaker.
The advantage of Hex: Ruin over others is that it works automatically and doesn't require kicking. The negative is that you can't use damage generator perks which will regress the generators faster. The other disadvantage is that it deactivates after someone dies so if you just tunnel/camp you're deactivating your own perk.
If you've ever played on the survivor side, the Hex: Ruin totem still being active after someone has been knocked out of the game generally means you lose even if you cleanse the totem.
Hex: Ruin is still going to be strong. It's still the only perk that automatically causes all generators to regress automatically rather than by a specific action. If you put someone on the hook and start chasing someone off of a generator, you're forcing the other survivors to choose between saving their teammate before you get a down OR finishing the generator. If they choose to finish the generator and you get a second down, you can sometimes force the first person into second stage. If they choose to get the save, you get generator regression.
It'll still be a strong perk. But, there will be other attractive generator regression perks that don't come with the RNG of using a Hex totem.
7 -
I don’t know if Ruin is “strong” at 100% regression. Ruin 1 has generally never been considered all that great as far as I know and that’s what the new Ruin 3 is with this additional limit that it turns off after a death. Turning off after a death is fine, the speed reduction seems really high though.
2 -
Ruin got nerfed just all the other top 5 used perks on both sides. Exactly because of this point "top 5 perks used the most", no matter why or how.
They just took a sledgehammer and reduced all those perks to nothing and buffed others to nearly DIRECTLY replace them.
Instead of the more productive solution of nerfing the meta down and simultaneously buffing some other perks up to a slightly less powerful state and therefore create a bigger used perk variety.
But no, they just change "what" we are going to see just as often as the current meta.
It's going to be the same boring repeating loadouts but they will look different and the devs can pat their shoulders because they "changed the meta".
1 -
I’m fine with it deactivating after a death and reducing the regression speed. They just reduced it way too much.
At 200%, Ruin could be considered OP in a 3v1. But at 100% it’s not.
0 -
Ruin was overnerfed definitely. May as well not be a Hex at all now.
1 -
I think they should have either reduced it to 100% max regression OR had it deactivate on first death. But doing both was overkill imo. Especially considering that one of the main selling points for Ruin after it was reworked was it being "insidious" perk in the "late game".
0 -
Your later points are fine, I just wanted to be clear:
Seven killer perks got nerfed. (BBQ, Ruin, Pop, Corrupt, Tinkerer, NOED, Pain Resonance)
4 survivor perks got nerfed. (DS, Iron Will, Self-Care, Spine Chill)
Dead Hard was reworked to be essentially the same, while Borrowed Time got significantly buffed.
Their explanation for Borrowed Time is so insane, too. "We think fewer people will use this since you get a smaller effect for free." Oh yeah? Well, kicking a gen now does automatic regression, and that's a free, smaller version of Pop Goes The Weasel! Why did Pop get worse, but BT got better?
1 -
Yea kinda like they over killed ds
0 -
With the one minor exception that they actually buffed BT - okay OTR is a far better version but still, BT was definitely top 5 but got a buff.
0 -
"Ruin is so annoying! Makes the game unbalanced!"
*devs nerf Ruin*
"Wait no not like that."
0