Hex: Ruin. Old VS New

So I think most of us can all agree that Hex: Ruin doesn't slow down the game as much as it used to. It still does help slow down the game, but I feel like it is much weaker. To the point where maybe it was over nerfed? I mean it's great to pair with surveillance, but personally I prefer the old version, because I feel it was way harder to get gen rush than it is now. But really my question is, what do you guys think about the new Hex: Ruin? Do you like it how it is now or how it was before? Do you think it should be changed back? Or how can it be better?

Best Answers

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379
    Answer ✓

    The reason why I prefer old ruin, is because it slowed the game down so killer's could have fun and not have to sweat in order to have fun like the way we have to now. Plus as a survivor it gave me a reason to go for great skill checks. But according to the devs the new ruin is a "great late game perk"

  • Decarcassor
    Decarcassor Member Posts: 651
    edited March 2020 Answer ✓

    Old Ruin made generators skillchecks harder and more punishing. Thus they would take longer to complete. It was also good against multiple survivors working on the generator, since it meant more chances of skillchecks that would stall the generator for the group.

    New Ruin does nothing as long as the survivors are working on the generator. Simple as that.

    Some killers than can apply pressure to the whole survivors team can still use it, with the usual drawbacks of running a totem perk. But its no longer the meta perk it used too be.

  • xGodSendDeath
    xGodSendDeath Member Posts: 320
    Answer ✓

    I hated the Ruin nerf at first, but there's some buffs after the change. The pairing with Surveillance is nice, of course. You don't have to kick gens to start the regression, saving some time. Another nice buff was undoubtedly to Devour Hope. I've been running this perk on a lot of killers and I'm getting to 3 tokens 80% of the time roughly, even with poor totem placement because people don't even bother to look for totems and just smash gens as fast as possible. I was running it on Michael earlier (because I don't have a lot of perks on him) and someone sent me salty messages crying about it after getting downed from it

  • trouble2x
    trouble2x Member Posts: 32
    Answer ✓

    The soul purpose of Hex: Ruin is to slow generator progress, however, I feel that it no longer accomplishes that. I feel that now it is far too easy to be gen-rushed because of the change. Survivors now take advantage of the system. While the Killer is distracted Survivors piggyback a Generator until completion. Before, the Perk slowed generator progression enough that bought the Killer precious time where it was needed. Now, it seems as if that time is wasted unless the Killer guards a generator which seems unfair to both parties. Furthermore, Survivors can simply jump to another generator if that does happen, applying pressure to the Killer when it should be the other way around. Killer's should be the ones applying pressure to the survivors. Killer's are limited to generator protecting while also focusing on trying to Hook/Kill survivors which consumes enough time. Whereas survivors have numerous chances with multiple doors, the Hatch, and Toolboxes to help them along the way. Generator reduction is a saving grace for Killer's and I firmly belive the updated Perk does not accomplish this. A Killer can only be in one chase at a time; so while they are distracted with one Survivor that opens up the opprtunity for other Survivors to spam a Generator that the Killer is desperately trying to regress. Additionally, some survivors may think that reverting it back would be unfair or perhaps too overpowered, however, you could always cleanse the Hex: Ruin Totem in order to administer balance to the game. Now, it just seems unfair to Killers because of consistent gen-rushing. It encourages Survivors to gen-rush. And really, more often than not, Survivors will simply wait for the Killer to be distracted with someone or smothering else just to continuing on a generator until completion. It’s crazy how ridiculous it is and has gotten; especially with the new Hex: Ruin update. I truly hope that they revert the perk back to its original form or at least rework it to make it more balanced. Now, it seems like nobody wants to use it anymore and for good reason. Ruin just isn’t as useful as it used to be in my opinion.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666
    Answer ✓

    The main difference between old and new ruin is that new ruin benefits high pressure killers more, which is quite ironic considering old ruin was used mostly on low pressure killers like bubba and clown as a method of keeping a bit of pressure.

    New ruin is fun but not the cup of tea of everyone and is not exactly the best for every killer, although, I would highly recommend trying it yourself

    The killers I have gotten the most value out of when using ruin have been:

    • Legion
    • Billy
    • Doctor
    • Freddy

    Old ruin was a decent perk, but it was flawed and was starting to become problematic for a couple of reasons:

    1. Experienced players had no real problem getting over it, so it was getting worse and worse with time specially on red ranks
    2. Too many people used it at higher ranks (80%), making gameplay stale.
    3. It messed data up for the devs, making addressing gen times much harder
    4. (and the reason everyone cried about) Newer players had trouble dealing with it, since htting great skillchecks is something you have to learn with time

    In conclusion, it was way too strong against newer players and meh against older ones, plus it was bad from a gameplay perspective and difficulted data obtention.

Answers

  • IAmShadowZzz
    IAmShadowZzz Member Posts: 43

    I agree, not having to kick the gen is nice because it saves time. And I like running Devour Hope on a lot of my Killers as well especially with haunted ground and/or Hex: Ruin to mask it.

  • Deadeye
    Deadeye Member Posts: 3,627

    Btw Ruin + Surveillance is incredible on Spirit with new Prayer Beads. Just wait 5 seconds in the game, then let everybody hear your wooshing and you know where you have to go :). And I don't think that ruin was meh against older players, for example even in bad games it normally helped you to trade the ruin for a hook instead of a gen for a hook. And I was going to write a post about ruin soon too, but there it is, so I post here.

    My first impression was, yep, the gen rush is real. Almost every game means "first down, first gen". And mostly during or at the end of the second chase the next gen pops. But I quickly found out that this was the point where the game started to roll. When survivors finished the first two gens during your first two downs because you didn't stumble across their gens during a chase, that means that your first two downs now means there are actually no people doing gens right now, as two people are hooked and two need to go for the unhook + heal. That means you are totally in charge at that moment and as a good killer you can keep the pressure up, to constantly stay in chases or control gen progression while people are healing.

    Now, I have a different opinion on the current state of the game. The ruin change now pushed survivors more and more into the direction that committing on gens is the state of the art. Not sure what the difference was between then and now, but as finishing gens is really no challenge anymore and the benefit of committing has become more and more noticeable, I find more games where people are totally unimpressed by the killers presence and just sit on gens within close proximity. Killer chasing? As long as he doesn't see me I'm save. And that can happen a lot when in a chase. And if you notice? If you decide to stop the chase and push off the survivor, you might end up playing cat and mouse to protect a single gen, while one or two others are being repaired without pressure.

    There are a lot low mobility killers that can easliy be outplayed right now if you don't maximise your power value. For example even GF, who used to be a strong killer. I noticed on both sides that, when revealing him too often before he gets the easy first hit or just stalked to 90% before getting the exposed ready, he has a hard time to protect gens. If the power works to get grabs, expose and sneak up on injured survivors, he gets pressure by very efficient chases. If not, most likely at least 3 will escape very soon.

    To summarize, I think the ruin change taught survivors to gen rush. As said above, when you equip it, even more. I would definitely prefer to have old Ruin back. As long as they don't come up with additional changes. Toolbox nerfs will be not sufficient. Toolboxes (despite BNPs and Commodius with extra speed addons) were not the main problem (and BNP wasn't even changed on the PTB). Actually toolboxes now (or in about 3 days) are all like BNPs and allow you to counter a single PGTW kick (or even two with commodius or addons), or if you time usage, you can push a gen through right at the moment when a killer picks someone up for example.

    I'm not sure if they will find a solution, like, this year, and I'm really curious about another stats release about killrate and game duration.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    hilariously, the top killers benefit the most from the ruin change

  • zzee19
    zzee19 Member Posts: 48

    Experienced players had no real problem getting over it, so it was getting worse and worse with time specially on red ranks - and new Ruin? Noone had problems with that, even killers bs now it has better perks for limited perk slot and they just don't take it.

    Excellent decision and implementation!

  • FIEND8LOODED
    FIEND8LOODED Member Posts: 336

    Although it's not nearly as effective as before, I honestly don't mind new Ruin. Old Ruin wasn't fun to play against at all, and playing with it got stale incredibly quickly.