That's what you reverted!?

Firellius
Firellius Member Posts: 4,672

The 'disables when a survivor dies'?

BHVR...

Listen...

Ruin would've been a slam-dunk if you had reverted the regression rate, as it would then be a powerful perk with notable effect that is broken by tunnelling. Now it's a bad perk that has regained its synergy with tunnelling.

Reverting the regression rate but keeping the extra deactivation condition would've been better for killers and survivors. Reverting the extra deactivation condition leaves the perk in an undesirable state for killers AND for survivors.

How do you manage to find the worst of both worlds?

Again!?

Comments

  • Rulebreaker
    Rulebreaker Member Posts: 2,258

    Honestly we think they did rather well here. Since it's also coming with the gen changes, it's gets a bonus buff.

  • TheArbiter
    TheArbiter Member Posts: 2,645

    I was always a fan of

    • reverting it being destroyed when someone is killed
    • buffing regression to from 100% to 150%
  • sharpef3rn
    sharpef3rn Member Posts: 111

    I really don't think this will change the perk usage. There are way too many other perks that already outshine it tunneling aside. Besides I think the most they would do regression wise is adding +25% the same amount as CoB. Which really doesnt do much. I dont think the perk NEEDED a change at all but I also don't think the change will effect things in any real capacity.

    Hexes have gotten kinda weak because of totem placement and easiness to cleanse. What I think needs to happen is a complementary perk for hexes that makes them not show fire. Incentivizing cleansing dull totems when a hex exists, or in general out of fear, because they are generally an ignored objective. (This would not prevent auras from noed or plaything)