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What about ruin?
Would ruin be considered a killer progression event, if so does that mean letting go of the generator would cause this to happen?
Answers
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No, since Ruin doesn't cause any immediate loss of generator progress (it only starts gradual regression) it does not count towards the regression event system.
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No, it has to be 2.5% or more. Ruin takes 0.25% a second
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I hope Hex: Ruin gets a buff.
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An idea I had for a buff would be for each hook on a different survivor Ruin gains additional 25% in regression. So it starts at 100% then goes to 125, 150, 175, and finally 200%
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Thats... actually not a bad idea!
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Ruin is fine the way it is. You can't buff a perk like ruin without giving it downsides.
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Why though? I mean, it already has huge downside of being hex perk.
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The issue with buffing a hex's power but not its longevity is that you turn it into a win more perk. Against good players who've memorized all the hex spawns, Ruin won't survive long enough to get that power boost when the killer actually needs it, but against babies, now they're dealing with permanent 200% automatic regression they won't get rid of on top of them already not being good at the game. And then there's the age-old map issue where you have Midwich/Hawkins/Swamp on one side and Ormond/Eyrie/Autohaven on the other, and totems might require survivors to do full loops around the map with a magnifying glass or might just be sitting next to a gen with a spotlight on it.
Ruin's not in a bad spot, honestly, having seen it both buffed and nerfed compared to where it is now. But if it needs buffs… like most hexes, it needs buffs to consistency rather than power.
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Couldn't of said it better tbh. Imagine if Devour Hope's effects couldn't be disabled. It would be horrendously op and survivors would just hide all game and that would be boring for both sides to deal with.
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