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Hex ruin rework idea.

So I'm going to reconceptualize ruin. The idea is right now it is bad on both sides and an ineffective perk at higher levels even for hexes which are supposed to have risk behind them. At the same time from the survivor's side it can randomly be super good if they're a group that is unable to do great checks well through no successful behavior of the killer. Here is my idea.



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Hex: Ruin


A hex rooted in "zomg gen rushing so toxic". Great skill checks no longer yield bonus progression. Every survivor hooked grants one stack. Being within 56/48/40 meters of a survivor after unhook loses a stack. Once any survivor dies, no further stacks can be gained. For every stack up to a maximum or 3/4/5 stacks a random generator will be blocked with the exception of the furthest two unfinished generators from the hex totem when the stack is gained, which at no point will be blocked even if that means unblocking them.


(T3 only) After 5 stacks are obtained, any generator not being actively worked on will regress. If ruin gets to 5 stacks, even once cleansed one generator will remain blocked for the duration of the match.


Notes: The survivor will only get the notification advising them of a hex perk effecting them should they hit a great skill check.

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So the angle here is that this is a perk that actively requires decent play from the killer in terms of downing survivors while also forcing them to allow safe unhooks and therefore avoiding pressuring a hook save which limits pressure on the two survivors involved in the save. So there are some hoops for the killer to jump through. At the same time, in return they're granted an ability that if ignored could create a very challenging situation for the survivors via a makeshift 3 gen strat between the totem and the two gens. Granted not as effective as an ideal 3 gen but the massive benefit is that this 3 gen could take place with more than 1 gen left to complete. This would also stop the disparity of ruin being god against weaker survivors and trash against survivors who can play through it.


The prevention of further stacks after a death is to keep ruin an early game perk and cease it from getting stronger once a death has occurred. The permanent gen block also motivates survivors to not let it build up for too long before seeking out the hex as well.

Comments

  • phantasmal
    phantasmal Member Posts: 144
    edited September 2019

    Indefinite temporary gen blocking is a decent hex effect but I think it should be a new perk not a Ruin rework.

    "Great skill checks no longer yield bonus progression."

    You kept this as a sort of leftover from Ruin but I don't think it's needed. Not just because I think it should be a new perk but because this is a mid-/late game hex, it should absolutely not announce itself before you even had a chance to press W.

    "Being within 56/48/40 meters of a survivor after unhook loses a stack."

    This is just so unneccessary. First of all, it's something a salty toxic 'OMG, killer was still on the map after hooking me' player would come up with. And the way it's worded suggests that if you are near any survivor after unhook then you loose a stack which is like 'lmao, what are you smoking', but I assume you meant within 40m of the hook which is still just what even. Devour Hope has a distance requirement of 24m and even that is often impossible to clear before a save happens, survivors just love to save right away or hook dive with BT. More importantly tho, what if there's absolutely nothing outside of a 40m radius? Like all the gens are right near the hooked person and leaving area would be just throwing the game. Also, 40m is not camping distance, any distance greater than 20m leaves room for a save. And this is just a too powerful counterplay. Who needs to destroy the totem, "just hook dive with BT bro lol". And especially unneccessary as you already gave it two other counterplays (no stacks after 1 death and always two unblocked gens) in addition to it being a hex perk and therefore already having an innate counter. Speaking of which.

    "the furthest two unfinished generators (...) at no point will be blocked"

    I'm not sure if you have realized but this has the side effect that this perk would pinpoint it's location to the survivors. If at any point you are at an unblocked gen or see one getting unblocked then you'd know that the hex is pretty much on the opposite side of the map, greatly shrinking the area you need to search, giving you an even easier time to counter it. The last three gen would be like an arrow, pointing straight at the totem with the one blocked gen being the tip and the unblocked ones being the wings.

    "(T3 only) After 5 stacks are obtained, any generator not being actively worked on will regress. If ruin gets to 5 stacks, even once cleansed one generator will remain blocked for the duration of the match."

    Ehhhh, unless they change the base philosophy of hex perks then no hex should have a lingering perma effect. I'll rephrase that; either all should have or none of them. Also, I believe BHVR has been trying to move away from T3 exclusive effects as it makes perk upgrading too extreme and harder to balance, so yeah.