Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Hex: Ruin -> No more hex, but less passive regression

No longer binds to a dull totem. Works passively throughout the match. Passively regresses generators at less than normal speed. Like 70 or 50%

Comments

  • ratcoffee
    ratcoffee Member Posts: 2,150

    it's already bad enough, that would make it even worse in this meta where gen kicking is so powerful

  • Blueberry
    Blueberry Member Posts: 14,472

    Honestly it’s SO bad right now that you could even make it a non hex, just permanent in its current form, and I still don’t think many people would run it. That should say how bad it’s tuning is right now. Ironically you could say this about quite a few hexes, which should explain why no one uses them.

  • Batusalen
    Batusalen Member Posts: 1,410

    That doesn't makes any sense as with Ruin you can't kick the gens until the hex is done, so if you have a gen kicking build it's better to have other perk than Ruin.

    But I don't think the problem is for it being an hex either, but more that hexes are so easy to turn off as totem placement is often at plain sight and the game have the bad habit to put your hex in the most visible place possible (4 straight games where Devour Hope was just besides a gen, impossible to miss even if you wasn't looking for it).

    What they should do is to rework totem placement in map generation or allow the killers to put the hex where they want as survivors do with their boons.

  • ratcoffee
    ratcoffee Member Posts: 2,150

    it makes perfect sense.

    -ruin prevents you from kicking gens

    -kicking gens is really strong

    -ruin prevents you from doing the thing that is strong

    -your proposed change would cause ruin to work for longer while doing less passive regression

    -ruin would therefore provide less value, and prevent value for other perks for longer

    -this would make ruin worse

  • Batusalen
    Batusalen Member Posts: 1,410

    Sorry, I understand your "bad enough" to mean "it's already strong enough in this meta" from dealing with it perspective.

    Either way, my change would be technically a buff to every hex perk and solve the OP problem (inherent in all hex perks), even if Ruin still won't fit in a gen kicking build of the current meta.

  • MrKrabsArgArgArg
    MrKrabsArgArgArg Member Posts: 75

    Me personally I think my solution would be to have it so that overcharge is applied to generators that regress for any reason, that way Ruin can ramp up to 200% over 30 seconds. Perks like oppression which are greatly undervalued would also stand to gain from this

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    I would simply revert the changes of Ruin, give us back the 200% but only keep one penalties which is the perk deactivate upon one Survivor being killed. The hex is fine, as it is a clear counter; and it definitely has another one in case of killers straight up murdering and Killing one Survivor too early.

    Also, the Devs made it clear (for some thematic gamebalance reasons) that all of Hag's teachable perks must be Hex perks, which include Ruins. So good luck convince them that Ruin should be reworked into being a non Hex perk.