Hex: Ruin will officially be ruined
"Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that."
Well you didn't respect that, but instead you're nerfing the hell out of this perk. So basically instead of good skillcheck penalties we get a faster gen regression after it has been kicked. Catering to new survivors that find it "annoying" to deal with Ruin skillchecks.
Why this is a terrible idea:
1) If you kick a gen & leave it be, a good amount of the time it seems like another survivor hops right back on that gen in almost no time. SWF will dominate this perk now, coordinating which gens need to be at least tapped to prevent regression. The only counter to this will be Surveillance, which may become very meta with Hex: Ruin if these changes actually go live.
2) There still has been no addressing of how quickly Hex perks can be taken out of the match. Survivors still spawn on the totem & totem spots in general are often garbage. The devs say there is so little of a risk for a reward of this perk... literally this second point is the freaking risk. Literally 75% of the time, Ruin doesn't last past the first 2 minutes.
3) You take the skill out of achieving skill checks. Skill checks in general are no problem, but now you're basically saying great skill checks are not important whatsoever. Survivors who are new to the game already had 2 perks to counter Ruin if they really had an issue with the skill checks (Stake Out & This Is Not Happening). Now you completely render these perks useless, as they don't counter anything & skill checks are all basically just normal now.
4) The change is meant to coincide with the gatekeeper change, but it honestly does not work the way the devs are thinking. The earning points in gatekeeper for each gen still up after each minute is still a core design behind the rework. Old Ruin at least offered a chance to keep as many gens as possible up for the first few minutes of the game. Now, there is nothing in the way of a survivor gen rush with the proposed new Ruin. Trying to push the points of gatekeeper onto if an exit gate is opened or not is absolutely ridiculous. Most of the time when survivors complete all gens, at least one of the exit gates will be opened (unless the survivors really fumble the bag). The devs goal is for a "2 die, 2 escape ratio", but if this the average then basically gatekeeper on closed exit gates proves practically useless. Not to mention efficient SWF teams that all escape together a good amount of the time.
Now to be fair, I sorta see where they're coming from. They want to bring it out of the meta a bit, & want to help new survivors enjoy the game experience. But the new survivors aren't who you should cater to because it ruins the balance of the game. Ruin will practically be useless now, as the perk still gets destroyed within seconds of the game starting & the effect is easy countered by smart survivors that know to tap the regressing gen. Then killers have to go out of their way to kick the gen again, just for another survivor lurking around waiting to tap it once more. Devs, you guys are going to lose your killer playerbase the more you cater to your survivors, who already have the game easy as is.
Comments
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Disclaimer: my first & fourth points do not make sense, as I misunderstood the perk in the designer notes a bit. So from what I gathered, the perk allows for gens to regress when not being worked on & doesn't require the killer to kick the gen. I am iffy on that idea, as it still depends on how survivors are notified that the killer has the perk. If it gives no indication that the perk is in use I could see potential. Granted, my fourth point is not far off from the truth as survivors can gen rush all generators still since the rate of regression is so small for killers. Ruin at tier 3 is meant to make the regression faster, but even then survivors repair speed is still greater than a killers regression speed. Not to mention that not every person can get a tier 3 Ruin from the bloodweb easily enough. I still stand by my point that points for unopened exit gates is ridiculous.
But regarding my first point, would kicking a gen while having Ruin active add an additional regression bonus? Or would the new Ruin just mean no kicking gens for the killer? They need to be more clear & less survivor-biased in these notes cause it is ridiculous.
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Honestly if they keep this change it needs to be an actual perk instead of a totem perk. Second Surge needs to be come map based instead of radius based to compensate for the lack of impact ruin will have.
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I don't understand why rework is the exact same meaning as murder when it comes to the way these Devs think... I swear every time they "rework" something, they either murder it completely from 90% use rate to .9% use rate and vice versa. I'm a survivor mainly but the times I play as killer, gens get done sooooo fast against SWF teams and even with ruin the moment one survivor sees it, it's destroyed because they already told everyone else where it is. SWF is going to kill the game for solo survivors if Devs keep trying to balance it without keeping in mind the amount of SWF teams there really are. It's sad because I've enjoyed this game from the beginning but find myself playing less and less due to the drastic changes, cost, toxicity, and inconsistency of the game working properly. M1 attacks out of nowhere, pallets that won't drop, getting stuck on nothing, and random latency. I once lithe through a window and had a hillbilly chainsaw me halfway through my sprint after shack window getting downed at the doorway thinking he must have went around and outsmarted me. Only to see him on the other side of the window about 8 meters behind me, lol. Things like that happen quite a bit actually.
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If they had reworked toolboxes at the same time, it would have been fine...
Pretty sure a toolbox nerf of some kind is coming anyways from what was being said.
So don't worry, you are going to see survivors acting the same way killers were about the Ruin nerfs.
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I don't think the toolbox rework outrage would be as severe. But honestly it's more than just toolboxes that are causing the gen rush epidemic.
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Yeah you can bang out all the gens in like 4 minutes it's insane. How did random items that give one side an advantage on that level even pass to ever begin with? Anyone could have predicted that problem.
If you balance around everyone having them, then when you don't you suffer, and if you balance around them not like they did- the killer suffers.
They then look and go okay survivors advantage this game, but no advantage this game, therefore it's fair- but that isn't how it works, they take away individuals experience to claim that if two sides suffered a brutally unfair match on opposite sides, that means the game is working great and fairly.
It's the most asinine logic.
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Just wanted to say you don't need to kick gens with the new Ruin. They regress automatically when not being repaired.
I agree with you though.
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Yeah I added a comment after making the post about that bc I misunderstood the dev notes about it. But yeah honestly it's very situational in when this perk (combo'd with Thrilling Tremors & Surveillance) would actually work effectively.
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Using this perk with the hemo one where people injured/downed/hooked cause your progress to slow works fairly effectively, if you dont get distracted by just one or two survivors. You have to actually make sure you are patrolling gens while also chasing.
Which means you are still screwed because there is only one person on the killer team.
I mean I dont mind the nerf even as a killer becuase I never unlocked it and I mostly play as freddy. It never showed up in my blood web. I did however just level up my hag so I could unlock it as a teachable perk. Now that use of bloodpoints seems waisted to me because I dont like using the hag. I only unlocked it too becuase I was starting to have issues with gens getting done way too fast.
Truthfully I dont know about nerfing the toolboxes so much as making them mainly for use as sabotage equipment. Add different little addons that make it so the hooks dont show broken until the killers get to the hooks, or that make the time broken last longer. I dont ever see anyone sabotaging hooks really unless they have a challenge that tells them to.
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