Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Am I the only one that thinks ruin isn’t good?

GrootDude
GrootDude Member Posts: 14,110

It typically gets destroyed in less than a minute so you have one less perk slot for the entire game. I honestly think PGTW is better since it can be use 12 times in a match.

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Comments

  • Mikeadatrix
    Mikeadatrix Member Posts: 890

    Ruin is a mixed bag. Against unexperienced to average survivors it's crippling while upper tier to rank 1 survivors simply view Ruin as a slight inconvenience. Plus, it goes down super fast. It needs a buff.

  • Theluckyboi
    Theluckyboi Member Posts: 1,113

    Its good, but way too RNG based, in my opinion anything that helps with gen patrolling (surveillance, discordance and whispers) is better and helps slow the game down by a ton.

  • YaiPa
    YaiPa Member Posts: 1,929

    It's an hex perk, rng based, so yeah pretty bad. It can save some matches, but running pgtw or corrupt intervention (on some killer) is just more solid.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Personally I only expect ruin to last roughly 2 minutes allowing me to build some sort of early game momentum. If it gets cleansed after a few hooks I'll happily play the rest of the game with 3 perks.


    Ruin only sucks if someone literally spawns on it (which sadly happens extremely often) resulting in a 3 perk game after a few seconds.


    Pop Goes The Weasel is a fine alternative as you can literally stop a 99% gen last second but doesn't provide the early game momentum of ruin.

  • blue4zion
    blue4zion Member Posts: 2,773

    I rarely use Ruin, I'd prefer to have a mediocre perk all game rather than having a good perk for a random amount of time. (usually short)

  • edgarpoop
    edgarpoop Member Posts: 8,721

    All Ruin is supposed to do is keep survivor momentum from turning into an unrecoverable landslide right from the jump. It's there so you don't essentially lose the game in the first 45 seconds. Anything beyond that is gravy. To me, that's worth a perk slot.

    I don't see PGTW and Ruin as interchangeable with each other. PGTW doesn't help you in the one situation that you bring Ruin for (early gen stall). And if your first chase doesn't go well and you lost 2 gens, which is easy to do at red ranks, you'll wish you had Ruin instead since PGTW is useless at that point.

    TLDR: Why not bring both?

  • PhantomMask20763
    PhantomMask20763 Member Posts: 5,176

    I expect it to not last very long but as long as it does its job and slows down the game "Just a lil bit" then it's all good

  • Condorloco_26
    Condorloco_26 Member Posts: 1,714

    I used Ruin 5 or 6 times total.

    Never made that mistake again.

  • Jago
    Jago Member Posts: 1,742

    Depends. Its Rng so sometimes it lasts, sometimes not. Plus it depends on the survivor ability to hit a great skillcheck, lot of bad players cant.


    Personally I dont use it anymore.

  • Andreyu44
    Andreyu44 Member Posts: 1,527

    No,its not good.

    Good killers don't need it.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Yeah because all killers play under the same circumstances. Nurse and Clown have exactly the same map pressure, both can control gens identically and both have the same potential when it comes to ending chases quickly against strong survivors regardless of the map - right?


    Nobody needs ruin (or any other perk) to beat bad survivors, though.

  • Umbrae_pk
    Umbrae_pk Member Posts: 482

    The hiding spots for Hex totems need to be better on the older maps.

  • screamdreamsx
    screamdreamsx Member Posts: 213

    I think the only time Ruin can work well is if it’s paired with Thrill of the Hunt, though even then, it could be too far away for you to even make it over there in time, or with Haunted Grounds to introduce a risk/punishment for searching out and destroying a totems. However, both situations not only now take up 2 perk slots, but both are very susceptible to RNG so I think overall it’s not worth 2 perk slots for potential 1 min of game slowing.


    Sigh.


    Totem spawns need a rework. No totem should be sitting next to a generator. Since that’s ALL a survivor can do at the start of a game, sometimes they don’t have to even go anywhere to find and destroy Ruin! Totems shouldn’t spawn within a proximity to starting survivors and to generators. I play both sides, I always feel terrible when I find a killers Ruin (or something else, like Devour) instantly and purely by chance.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,665

    Ruin is not good. I stopped using Ruin even before PGTW was buffed, because I felt more stressed with Ruin than without Ruin.

    LIke, when it pops really early, I feel stressed, because I think I have to tryhard to actually win this game. And when I see someone on my Totem, I have this strong feeling to defend it afterwards, constantly checking if someone is on it.

    After I stopped using Ruin, I was more relaxed with that, because I could focus on Survivors and Gens and do not need to worry about any Totem. Even though I still use it on some Killers (mainly Hag and Trapper, because they need to do setup, but I may switch it with Corrupt Intervention, once I got that).

    And well, since PGTW got buffed it is better than Ruin. If you get your Hooks, you will have more value out of PGTW than Ruin. And as a Survivor, I am more annoyed of PGTW than Ruin, because PGTW actually affects me, while I dont care that much about Ruin (and I am not that good at hitting great Skill Checks).

  • Alfred
    Alfred Member Posts: 272

    Hex totem is fail mechanic. Sometimes not even omega nurse can save totem because it spawned on survival's spawn point...

  • pemberley
    pemberley Member Posts: 1,510

    Ruin has too much risk for the reward for me. I have been in situations as a survivor where it felt like a death sentence, but mostly I just power through it. As a killer, I just get really stressed and paranoid about it. Pretty much with all totems tbh, including noed and haunted grounds. And survivors find it, which feels like a waste or they destroy all the totems or ignore the haunted grounds so I would much rather have 4 perks I can control than getting whittled down to 3 or 2.

  • White_Owl
    White_Owl Member Posts: 3,786

    No you're not. It's a totally passive perk subject to rng, it's only good for people who can't build momentum on their own (in fact most of the time when it is cleansed gens start to pop left and right) and works best against bad/average survivors.

    When I want to stop gens I use PGTW since before the buff, and is imo way superior: no rng, depends only on the ability of the killer to put pressure and can screw up survivors towards the endgame.

    Tanatophobia is also underrated. With the no-heal/adrenaline meta, the perk can buy quite some time, especially on killers like Plague or Legion who can easily injure many survivors.

  • Marcus
    Marcus Member Posts: 2,047

    People call Ruin bad, but literally 90% of the red ranks killers use Ruin every match.

    The only time I see a killer not using Ruin is when :

    1 They have NOED.

    2 They play Nurse with Infectious Fright and slug everyone with 4 gens left.

    Otherwise, I always see Ruin.

  • Drazen
    Drazen Member Posts: 400

    ruin is must bcz it helps in getting momentum early game without getting 3 gens done after a single chase btw I tried to play without ruin too difference was huge and this was at rank 1

  • NMCKE
    NMCKE Member Posts: 8,242
    edited August 2019

    Ruin is pretty good since humans are known for their errors, and won't always hit greats, especially survivors who aren't pros yet.


    However, totems are RNG, so if you want good totem spots, try using a Spring Wood Offering since that map got a rework! :)

  • Boosted_Dwight
    Boosted_Dwight Member Posts: 3,065

    Honestly, it's a meh perk. I dislike it and the only reason I'm even using it is because most of my killers don't have PGTW.

  • GrootDude
    GrootDude Member Posts: 14,110

    I play Wraith at high ranks without ruin. I still don’t think it is needed.

  • Madjura
    Madjura Member Posts: 2,618

    One of us, one of us

    Ruin is garbage against competent survivors that can hit the skillchecks or find it reliably. The rank system is a burning dumpster fire though so you can get away with running it even at high ranks

    Ruin is a perk that is completely independent from your killer skill so it should get worse the higher your rank gets

    It's also not very fun to use, it doesn't let you do anything new gameplay wise

  • CornChip
    CornChip Member Posts: 540

    No other perk has this much impact on the game.

    It absolutely carries killers in the lower ranks.

    Yes its good.

    If it doesn't get destroyed early it will carry you.

  • GrootDude
    GrootDude Member Posts: 14,110
  • Aven_Fallen
    Aven_Fallen Member Posts: 17,665

    @Marcus

    In my games I have seen less Ruin being used. It is not much less, but usually I had only 1 or maybe 2 games without Ruin in the evening, now it is a little bit more, but sitll not much.

    Still the most used Killer Perk, but I see more PGTW instead of Ruin lately (but often enough both are used).

  • Marcus
    Marcus Member Posts: 2,047

    I also saw a little bit less Ruin these days, but again, every killer without Ruin or uses NOED or is a Nurse with a slugging build in my experience.

  • GrootDude
    GrootDude Member Posts: 14,110

    Even good players have their off days (me rn >:(. ) But then we go back to “usually cleansed quickly”.

  • Mister_xD
    Mister_xD Member Posts: 7,668
    edited August 2019

    i stopped using ruin ages ago.

    it makes the start of the trial harder, but with perks like sloppy butcher or PGTW (you know - perks that actually stay activated and are not removed within the first few minutes of the trial, forcing you to play with 3 perks) you can control the generator progress later on much better.

    ruin just slows down the game at the start, but once it has been cleansed, the genrush just casually goes on, like it hasnt even been there in the first place.

    on top of that, good survivors will still get a gen done in 80 seconds.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Wanna share some gameplay of yours? I really want to see how Wraith manages to 4k / 12 hook without ruin (and obviously without noed) against decent red rank survivors who know how to use basic loops.

  • GrootDude
    GrootDude Member Posts: 14,110

    I’m not allowed to upload my gameplay since I am not old enough to move out of my parents home so rules are rules. If you don’t wanna believe me then that’s fine though.

  • GrootDude
    GrootDude Member Posts: 14,110

    Also, Wraith is primarily a hit and run killer. He requires a different strategy. Nurses calling is great on him and if they don’t heal they only strengthen your strategy.

  • Exerlin
    Exerlin Member Posts: 1,352

    As a survivor, ruin doesn't really bother me too much. I've gotten pretty good at hex skill checks, and while I can go on some pretty nasty miss-streaks, it's not really an issue most of the time. I started running pop or thana instead, depending on the killer (thana on plague and legion, pop on pretty much everyone else). Seems to be working well enough

  • ReikoMori
    ReikoMori Member Posts: 3,333

    Ruin is good, but like all hexes it suffers from the fact that Totem spawns are locked to specific locations within tiles. The same spots can also contain both gens, walls, and survivor spawns. The map spawning rules need to be adjusted and totem spots need to be better concealed and away from obvious survivor areas like gens and strong pallet loops. They also need to not spawn in the middle of corn fields or crotus prenn lawns.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    I'm not saying I don't believe you or anything. I literally managed to down all 4 survivors in 38 seconds yesterday as Bubba (new world record?) so I know pretty much anything can happen in dbd every now and then if people play like potatoes and/or meme around but that doesn't reflect the average game.


    The average game is what ruin is used for. It's sort of like a small (unreliable) "time insurance" if that makes sense since you can never know how long it takes to find (and down) the first survivor. If everybody hides at the start of the game and hops right onto the same gen as soon as you walk past by you'll lose 1 gen before your first chase unless you run discordance.


    Now you're sitting at 4 gens without ruin and 4 survivors who're at full health and 0 hooks. How likely is it to win without tunneling, camping, slugging, noed at this point IF everyone know how to use basic loops and doesn't go down in 10 seconds?


    If ruin lasts like 1.5 - 2 minutes you're more likely to get "consistent" games that won't end in a few minutes. That's why like 90% of red rank killer mains use it.

  • GrootDude
    GrootDude Member Posts: 14,110

    I already have! :D

    I get what you’re saying, I’ve just never really found it useful. If it works for you though then by all means, keep using it. :)

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Against 4 Master level survivors in red ranks. Not using Ruin is game over. The only killers who have a chance without Ruin are Nurse,Billy and Spirit, But they can still lose, They need slug and play very tactically to win without it. You can compare how fast match go with ruin up and when Ruin is deactivated. It's night and day. Sadly, there are no perk alternatives to it, Dying light requires tunneling and the match might be over. Thantophobia doesn't slow the game down enough to have any meaning+ Split up counters it. Better teams won't give you time to use PGTW enough times. Most of the harder killer games result in Silver/Bronze or no emblem for gatekeeper both with or without Ruin against the best teams.

    It begs the question for whether Hex Totems perks should be harder to disable given that over 90% of the killer rely on it to have fair match. A possible change would be to make every totem look like a dull totem, so Hex perks are more reliable. Maybe a survivor perk could be the ability to identify dull totem to hex totems. It would help slow the game down and you wouldn't even need to redesign maps.

  • GrootDude
    GrootDude Member Posts: 14,110

    But if the survivors are hitting greats then I don’t see how it helps much.

  • edgarpoop
    edgarpoop Member Posts: 8,721

    If people are bringing it to stall after a minute, then their expectations are out of whack. However, it's worth a perk slot to me because it usually prevents you from losing the game in the first 40 seconds. My games usually last around 5 minutes. I need every microsecond, and I can never have 4 people working on gens.

  • Seanzu
    Seanzu Member Posts: 7,525

    I've never ran ruin by choice, it's an incredibly boring perk for survivors to go against so I just don't use it.

  • GrootDude
    GrootDude Member Posts: 14,110

    That is pretty true although it is soul crushing to see your nearly done gen ruined because of PGTW.😂

  • dragobv
    dragobv Member Posts: 304

    the reality is that the moment it has a good spawn it slows the game down a lot but once it is gone youre litterly with 3 perks so youre better off with pgtw.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Again, you can count with your figures when all 5 generators have been completed with Hex:Ruin up. Even if this is the case, you have no one else to blame then yourself for having extremely poor time management in the said killer match. Even the better survivors will fail skill checks and the perk will give you some extra time in a match. The reality is that the game doesn't begin for "killer" until red ranks, you simply won't strong enough teams to even remotely challenge the perk while its active. It makes rank reset a bit funny because you'll near enough 4k/stomp every match, then hit red ranks and then finally remember... "oh this how the game feels like again".

  • GrootDude
    GrootDude Member Posts: 14,110

    I know what red ranks are like but honestly PGTW is just better imo.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Well I use it on Freddy, Wraith and Billy, Their mobility allows PGTW to be pretty solid perk. On the rest? Somewhat of hit or miss perk Not a big fan of the perk

  • ArecBalrin
    ArecBalrin Member Posts: 636

    I main Trapper so like using Ruin in conjunction with Bloody Coil. No one is getting to the totem without getting injured first.

    Other than Trapper though, the killers that get the best use out of Ruin are those who need it the least: Billy, Nurse, Spirit, New-Freddy. Killers with high map-pressure, that benefit from snow-balling.

    So why would Wraith, Myers, Ghostface, Hag and others use it? Because to different degrees, they can each be kitted for finding survivors or shortening chases, but it's impractical or impossible to do both. Ruin buys time probabilistically, making up for time lost due to taking ages to find someone or chases that go on for too long due to not having the optimal kit for one or the other.

  • Star99er
    Star99er Member Posts: 1,537

    It’s really just more of an annoyance than anything it’s not too hard to hit those hex skills and just power through it.