Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

New Ruin | Making it like Haunted Grounds

Hoodied
Hoodied Member Posts: 13,101

Keep it how it is currently, but make it do something to provoke the hex to last long


Keep Hex:Ruin at its "Regression" change, but when the totem is broken every generator in the trial regresses down by 40% or something like that

Comments

  • AshleyWB
    AshleyWB Member Posts: 4,061

    I thought you meant it as if once it's broken it causes the ruin effect from that point to the end. As in it would be similar to HG as it's a decoy hex which protects devour, third seal, TOTH and Huntress Lullaby longer.

    I agree with your point but I also think I just came up with an alternative which would probably be better than current ruin.

  • Hoodied
    Hoodied Member Posts: 13,101

    Thats the objective in a way, now if you mix it with other hexes, how will they know what hex they will break

  • asergioam
    asergioam Member Posts: 363

    Why not just make gen times longer when ruin is active to emulate what the old ruin did in a way? Skill checks wouldn't be frustrating for new players, ruin would still serve it's main purpose (early game slow down) and swf wouldn't benefict from it.

  • Peanits
    Peanits Dev Posts: 7,555

    This is a good point.

    But to me, it seems like this would just create a scenario where it gives you a huge benefit no matter what. Cleanse it, all generators regress. Don't cleanse it, generators regress the moment you get off them. The counter to it is counterproductive. Moreover, this wouldn't help if someone finds and cleanses the totem really early on before any substantial progress can be made on generators.

    I'd also argue that PGTW may be more up your alley if that's what you're after, since it has a similar effect (knocking a huge 25% off of a generator).