Ruin is still a good perk
If you play a hit and run type of killer, or a killer that can pressure survivors off of a gen, new Ruin is actually not that bad of a perk. If you push a survivor off a gen you don't have to waste time kicking the gen. Just chase the survivor and the gen will regress to 0 most likely.
It combos well with Surveillance. Like REALLY well. With this combo you can make sure a gen regresses to 0. If you see it keep popping up as yellow then pressure the gen, eventually you will get a survivor downed.
Killers where I found new Ruin to be useful: Freddy, Spirit, Huntress, Nurse, Trapper, Doc, Oni, Clown, Ghostface.
On a killer like Ghostface, Ruin/Surveillance combo gives you a TON of information. It really boosts your map pressure when you can just jump out, hit a survivor, take a chase and not need to worry about kicking the gen.
And yes, it is still a totem and can go down early. But when it doesn't it's actually quite good. The tactic I found to be most consistent is protect my totem and the 3-4 nearest gens. New Ruin is very much a late game perk as it makes doing gens late game VERY difficult if the killer is good at hit and run or gen pressure.
Don't sleep on new Ruin. Give it a shot you'll see it's better than you thought.
Comments
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Yea? And what do you think the other 3 survivors will do while you chase that one off a Gen? Or do you plan on just Pigeon scaring survivors from Gen to Gen and not get any hooks?
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It’s definitely decent and better what people think. Is it still worth the risk bringing it in? Maybe. Guess that’s sort of a preference thing. It’s a fine perk and it was a needed change.
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I did use it actually, it does not hold the title of a hex perk.
You shouldn't need to mix another perk to help a hex perk become a threat, a hex perk should be strong on its own
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Look, my billy game is already strong enough that I didn't need ruin. I didn't run ruin so I could play a fast mobile killer, I ran it for the exact opposite reason.
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Yeah, yeah, tell me to run it when it won't explode within 20 seconds.
'Late game hex btw'
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I've been having better results using Mad Grit than using Ruin.
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This guy.
You shouldn't need Enduring to get a free hit at a pallet with spirit fury
You shouldn't need Botany to speed up Self Care
You shouldn't need Sloppy to slow down more with Thana
You miss the point entirely. The Hex perk is good. But synergies are even better, and that is the point of a BUILD
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Why the hell would anyone waste time, blood points and perk slots to have a mediocre build when better perks exists on their own
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I like PGTW and surveillance together. Hex totems should be way more powerful than Ruin is at its current state. But I'm happy its working for you. Does it last longer than 1 minute though?
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Why is it that every discussion I see on the new ruin being good every single person forgets to mention the killer that gets the most use out of it?
And that is my main man Legion
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I only like it on Doc, no other killers though.
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My thoughts exactly. Most people probably have never touched Legion, don't want to, and never will.
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when I play killer I play ghost face / Freddy so I never really used the perk anyway, but I love the new one and I definitely think its more fair for the survivors and killers. this is because if the killer can run other perks like surveillance or tinker they could pressure the survivors off of the gens
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Surveillance + Ruin, the most "mediocre" build in the game.
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I find it mediocre when the build gets disable under a ######### minute.
So glad you agree with me.
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It's a Hex perk that's mediocre at best. So what if it happens to stay up until late game? The other survivors if they are alive they will tunnel the rest of the gens anyway.
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It gives Doc and Legion a needed boost. Sadly, Freddy, Billy, Spirit etc. Also make great use of it.
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Passive gen regression + massive map pressure is mediocre.
Sure.
That's the whole point of hex perks, risk/reward, if you manage to keep ruin going you are gonna get highly compensated.
Have you at least tried it?
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So their are supposed to be cleansed at the start of the game then...
Wow fantastic. Now I can play with 3 perks instead of 4. Clearly new Ruin is soooooooo op.
No seriously, lets ignore the fact that that totem spawns have been ######### for years now, it's going to take even more years with these map rework and the fact that survivors can just simply negate the perk by simply staying on the damn generator.
This is quite clearly a top tier perk that dare I say is even better than old ruin. Because my God... think of all that pressure you might get against all those new players that have no idea how to hit a skill check.
Killers need more nerfs. #changemymind #killermain
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It's mediocre. Why bother waste 2 slots for gens when Weasel is far better?
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Will you insist that it only lasts the first minute of the game this whole discussion and play victim again? Even if it lasts 5 minutes you still got some value out of it, come on, try the combo, its pretty good specially on killers like legion and pig that force survivors to stay out of gens.
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I'm playing victim for saying why I don't like the perk.
That reach was so far Mr Fantastic would be jealous.
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One, teeny tiny wittle detail you might have missed.
Ruin is a Hex perk. It goes away within 30 seconds of a survivor learning about it. The perk combos you listed, want to know why needing each other for the results they give are ok? They last the whole game. In addition to that, the ones you said can work in tandem with even more combos of perks. Enduring and spirit fury? Try is with Nemsis and play with your food. Now you basically WANT to be hit by pallets. Self care and botany? Add on Resilience, maybe even spine chill and say "Bah, what injury?" as you heal to full in seconds while the killer is powerless against the might of your speedy rubs. Sloppy and Thana? Maybe try with Nurses, dying light or even Unnerving Presence. Make them regret trying to heal and make gens feel like they take forever. Ruin and surveilence though.. They sorta only synergise with each other. Can't use half of the gen slowdown perks until Ruin is gone, even thrilling tremors doesn't really work with it since they don't regress while it's up. Can't use PGTW or Surge til it's destroyed either. And once Ruin is gone, that's it, down to three perks, one of which isn't really useful til there's one gen left.
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Dude if ruin gets cleansed that's 14 seconds a survivor spent cleansing it. Massive value!
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They wont, the vast majority of the killers already own the perk
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This was literally Old Ruin's problem and it was just as gone as the new one gets sometimes.
The perk can still get a tremendous amount of value if you play your cards right
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It wasn't that good of a perk before, cause you can't rely on a hex perk. Now is even worse. Actual ruin: "an hex perk that is effective in the mid game". I wonder who is the idiot that came up with the idea.
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At least Mad Grit can be funny with Demo or Pig with her last weapon 😃
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You know what all these synergies have in common? they can not be disabled. lul
What good does this info do to you? You know if info is so strong old doc, shoulda been also really good but he wasn't and neither is this poop.
Also even assuming that your "combo" stands till 3 gens, if the survivors are not utterly ######### they will not 3 gen in a tiny area, in case you didn't know, to 3 gen yourself as survivor in a tiny area was already bad before this combo. HF with your info while you travel temple or whatever big ass map as clown.
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Why would I use this combo with clown.
I have an entirely different build that I can play around with clown that doesn't involve the use of such a petty crutch.
Standing till 3 gens is subjective, you can end the games before you even reach to that with this build. And gen locks depend on the map. You're still gonna get value off Ruin because you dont have to waste time kicking generators, so you start a chase, get a hit, rinse and repeat with another survivor. The synergy can be disabled, sure. But Surveillance is still a decent aura perk still.
In fact, the build dominates and gives a pretty nice carry lower all the way to purple and red ranks. So yes, I'm having quite a lot of fun experimenting with the builds people are saying don't work in maps like Red Temple, because I'm confident in my skill and ability to recognize when Perks like Ruin give me value and when they don't.
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It's B+ at best
Totems horrible spawn spots. While there ARE good spawn points for some reason devs still let lit totems spawn next to gens, which is a garunteed early game find. Same with sometimes them being nearly out in the open.
It don't help that a totem in my experience typically spawns very far from the killer but typically close to the survivors. A totem should spawn a certain radius away from the survivors in my opinion.
The question is: As a regression perk is RUIN better to run than any of these perks or a mix of them. Overcharge, Pop or surge. That's debatable at best. Pop encourages me to pressure and instantly rewards me with a large regression bonus. The fact hex stops me from using these for a very crawling regression that can and will be disable most games very quickly makes it not worth the risk when better options exists.
Ruin instantly gives itself away with a quick gen tap to see if its there. This means that it's instantly counterable by just having every survivor m1 one gen quickly or 3 and have one run off to totem hunt. It has good gen awareness synergy, sure, but with things like surv it only really works if the gen is worked on and left alone.
Which makes no sense. Why would you all not scatter together to a new one and m1 it quickly to completition if you tapped it and saw ruin was in effect. Sounds like a newbie mistake, honestly.
In a long league of frankly unworthy hex totems RUIN manages to rise above. It's not total garbage that has debatable effcects or unworth the risk like Lullaby-which is both a hex and build up perk...horrible...- or third seal. Which induces a statuses affect that you have no way to tell if it doing you any favors and like any hex will be destroyed very quickly.
Devour Hope is probably the only hex worth it. It is actually powerful enough to warrant the risk. Ruin...eh....IF...you got the DLC-pay only- characters perks to synergize with it...it might be worth using.
It's a nice that legion got a buff by this if nothing else-the unloved new freddy killer- but I wouldn't use it. Ultimately it still leaves a big gaping hole for anti-gen rush perk that old ruin sort of filled. And that hole is felt more than its benefits. If it didn't turn off other gen regressors it would be an A.
Post edited by Flatskull on1 -
I run Huntress' Lullaby now. There's a 50% chance no one looks for it until it reaches critical mass, whereas people will still kinda look for Ruin, or flat out ignore it--there isn't anything tangible I can do about that.
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This is quite clearly a top tier perk that dare I say is even better than old ruin. Because my God... think of all that pressure you might get against all those new players that have no idea how to hit a skill check.
Killers need more nerfs. #changemymind #killermain
The same victim attitude many users of this forum have adopted "le survivors asking for nerfs and devs catering for new players because they hate me ;.(".
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Someone can't tell what sarcasms is..
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Oh boy do I know sarcasm really well, that's how I can tell what you are really trying to say.
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Troll
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By claiming I'm a victim by not liking a perk....
I dunno, seems like you don't know what I'm saying even if I'm telling you bluntly.
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