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

Please Consider Reverting Hex: Ruin Changes Unless They're Affected by the Anti 3-Gen System

Hex: Ruin was nerfed to deactivate upon a survivor dying because Ruin made tunneling survivors out even stronger, because then there are even less survivors available to cleanse totems, and anyone looking for totems cannot progress the game.

This makes Killers who are able to defend totems incredibly strong once one person is tunneled out.

I've been getting a bunch of games since the re-buff where Killers just tunnel someone out then hold a 3 gen around their Hex: Ruin.

The new anti 3-gen allows Killers to hold 3 generators in close proximity to each other and continue regressing them by holding generators next to Hex: Ruin, denying the totem from being cleansed.

This match just took 40 minutes because the Skull Merchant decided to 3-gen next to her Hex: Ruin and we couldn't do anything about it because it was so close to the generators she was patrolling; after she tunneled one of us out, we couldn't touch anything without being harassed by her, and if she ever left too long she would return to protect her totem. About 40 minutes in she got bored and left the patrol, at which point we were finally able to cleanse it (but only because she gave up the totem), but at this point it's already been way too long.

Please re-enable Hex: Ruin cleansing itself on a player death. This was a necessary stipulation to prevent miserably drawn-out matches, and now that it's back and the anti-3-gen-system doesn't prevent it from affecting generators this playstyle is starting to rear its ugly head again.

It was never a question of the perk's strength, but the perk's healthiness for gameplay.

image.png

Comments

  • Emeal
    Emeal Member Posts: 6,865

    No, please. Im just getting into using the perk again.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,901

    This seems like a skull merchant issue, not a global killer issue. Let's stop wrecking all killers - especially the weaker m1 killers - just because skull merchant exists. Nerf the skull merchant directly.

  • TieBreaker
    TieBreaker Member Posts: 1,332

    Sorry, but the Skull Merchant is still finding ways to hold matches hostage.

    So no cake for you.

  • JPLongstreet
    JPLongstreet Member Posts: 7,135
    edited March 2024

    Oh boy I bet the devs are continually loving all the fun stuff that introducing Skull Merchant has brought to the game.

    I agree with the others though, we shouldn't be changing perks solely because of one killer. It should be that one killer to be looked at. Again.

  • glitchboi
    glitchboi Member Posts: 6,025

    Honestly Ruin should have been buffed to 150% instead of being buffed by removing the deactivation on death. Keep the Ruin cleansing on player death, just bring back the higher regression rate.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited March 2024

    ruin isn't affected by 8 regression event system but defending totem with trapping killer has been classic strategy since the introduction of hex:ruin. heck, the killer that comes with ruin is hag, a trapping killer and trapper is same thing. I am not entirely sure why hex:ruin got buffed 7.5.0 because the buff to not kill itself creates the potencial for stalling.

    this is why it would been better if it was total regression like 100% cap instead regression events but I imagine regression events was specific chosen for possibility for hex:ruin to do that. the idea being is that hex perk are game-changing effects and the game-changing effect for ruin is unlimited 3 gen potencial despite being a hex.

  • Archol123
    Archol123 Member Posts: 4,634

    No offense but not every game will have a 3 Gen around a totem... And if it does that is more of an issue with the map than with Hex ruin.