We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

My idea for Ruin and NOED reworks

HEX: RUIN 

Name change: Ruin (No longer a Hex perk)


When a survivor begins to work on a generator with less than 15% completion:


  • Two moderately difficult skill checks appear for the first survivor working on the generator, generator progression will not begin until all survivors have completed their skill checks
  • Any survivors who begin to work on a generator affected by this will receive one extremely difficult skill check
  • for each skill check not hit, generator progression is slowed by 3/4/5%
  • When the generator reaches 90% completion, a random survivor on the generator is met with a extremely difficult skill check, failing to hit the skill check will regress the generator by 15% 
  • This effect has a cool down of 60/50/40 seconds


HEX: NOED


A hex totem assigned to this perk spawns at a random location when the match begins


When this totem is broken or the last generator is powered, the killer receives a 5/10/15/20/25% speed increase dependent on how many dull totems are still left on the map


  • If the perk is activated by generator completion, and all dull totems are cleansed; all survivors gain the exposed status effect, and the killer may kill one by their own hand


Comments

  • MisterCremaster
    MisterCremaster Member Posts: 614

    I think ruin is fine the way it is.

    The major problem with this is that its only there for the first 15% of the generator, so it becomes pretty useless since getting past 15% is really easy fast and I don't think the changes you're suggesting make it really much slower since skill checks are pretty easy.

    The moderately difficult skill checks at the beginning aren't very useful. There is no progress on the generator anyway, so all they're doing is notifying the killer of their location, and that early in the game its super likely they know where they are anyway (@ one of the farthest gens)

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    This is a nerf to Ruin. Learn from MIndBreaker and don't do that kinda thing.