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Thoughts on new ruin?

bubbabrotha
bubbabrotha Member Posts: 1,138

I kinda like it...

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Comments

  • BeardedMenace
    BeardedMenace Member Posts: 215

    New Ruin??? They reworked Ruin back in March, well before Deathslinger released... Far from new anymore

  • _orpheus_
    _orpheus_ Member Posts: 33

    Amazing 🤩 but we either need more totems or better hiding spots

  • Rivyn
    Rivyn Member Posts: 3,022

    It's a Hex, thus nearly pointless. It either spawns in front of survivors, or on top of a gen. I find it a waste.

  • Kagrenac
    Kagrenac Member Posts: 773

    Much better for characters such as legion who can waste a lot of survivor time. I like it more than the original however I do miss being able to show off my ability to consistently hit great skill checks

  • BBQnDemogorgon
    BBQnDemogorgon Member Posts: 3,615

    I'm confused about what you said.

    The way I understood the second paragraph was a future killer wasn't fun to face with old ruin when it was in prototype.

    Was this DeathSlinger, Pyramid Head or something unknown as of now?

  • Almo
    Almo Member Posts: 1,120

    No, facing old Ruin sucked. It was just part of that playtest; the Killer was fine. :)

  • DwightOP
    DwightOP Member Posts: 2,328

    How was it with old ruin? I assume much lower since players had more reasons to find and cleanse it (can't hit great skillchecks). Do you have dem numbers to share with us? I would guess 15%

  • Mozzie
    Mozzie Member Posts: 618

    Hey Almo, what are those statistics in red ranked matches? I would guess that number is closer to 10-20%. There's a reason why slugging and unbreakable are gaining a resurgence. Hell, I don't even run pop on Freddy anymore. If you are rank 20-10 Ruin and Pop are fine. If you are getting into red ranks against swf teams you cannot be spending time popping gens.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I run it regularly on legion and bubba. Im an r1 so usually mm puts me ahmgainst decent players. It does ok, outside of the games where someone spawns on top of it id bet it lasts to mid game most of the time, and usually by the time they cleanse it im already way ahead. Its a decemt perk.

  • Mozzie
    Mozzie Member Posts: 618

    That's okay, if you can report back in a couple days I think we would all appreciate it. I really wish you guys produced stats more often, I'm interested in seeing the numbers on things like that and how individual maps might affect ruin breaks.

  • JoeyBob
    JoeyBob Member Posts: 477

    Yeah, new ruin is trash.

  • Mozzie
    Mozzie Member Posts: 618

    Legion is probably pretty good but I find bubba to be an odd choice. Ruin always seems to work better on killers who have decent map control. I can't get mine to last midgame most of the time so it isn't very valuable for me.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    No it works great on him. Ruin + Survelliance is a great combo on any killer but a killer that can 1 shot its ecmven better. I do ruin + suirvallance + bbq + m&a.

  • InnCognito
    InnCognito Member Posts: 720

    As a survivor I enjoy it. Playing as a killer I really do NOT like it. I feel as though With RUIN and Thana nerfed, we are relying more with the Core actions of the players and less impact of the killer's perks on-hand. If you want to really change the dynamics of the game. Your locator perks should be using a "tick" or "token" as you call them on BBQ, Nurses and Whispers to change the dynamics of the game MORE.

    With killers learning to ONLY rely on locator and "Radar" perks. They are complaining that SWF and 1-6s are too powerful for them simply because they rely on perks that do NOT contribute to the chases.

    The chases and the perks go hand in hand. If the killer is busy in a chase, they only take on 1 survivor (normally) so this means any one of the survivors tackling the generators has nothing slowing them down. RUIN and Thana did just that.

    Thana forces players to find their team mates and HEAL them. While HEX Ruin, forced players to find the totem before the game could begin. We know that RUIN was meta, and it is no longer as such. So what can we do here to slow down the game or make better impacts to the chases, so killers can control the map more.

    An example of the killer right now is : "The mall cop chasing the shop lifter". The survivors are trying to steal those generators away from the killer, and the killer has to chase them down. There is only 1 killer on each map, so that is the question. :)

  • Neamy
    Neamy Member Posts: 359

    Maybe totems should add skill checks? =>

  • Blueberry
    Blueberry Member Posts: 13,671

    But that wasn't at just red ranks right? That was including the stats for all ranks? That would make that 50% very much less significant.

  • batax90
    batax90 Member Posts: 879

    Its the worst slow down perk in the game its a win more perk if you are behind ruin wont help you at all

  • musstang62
    musstang62 Member Posts: 517

    Here's the new ruin experience a decent amount of the time at red ranks. Even if you make a bee line to the totem, sometimes it's not fast enough:



    I always ran old ruin but almost never run the new version unless I'm testing it out. It's pretty solid when it doesn't get broken for a few minutes but I'd run it a whole lot more if the effect was reduced to about 1/8 or 1/4 of what it is now in exchange for it not being a hex perk. Old ruin would also often get broken within the first minute but it would at least provide some benefit within that first minute, whereas this needs more time to deliver any useful stall time for the killer. Corrupt and pop seem to be much more consistently good perks imo

  • BigBrainMegMain
    BigBrainMegMain Member Posts: 3,826

    At the very least, Ruin 1 should not be a Hex Perk.

  • Mak0
    Mak0 Member Posts: 251

    Its a hag teachable. Her teachable perk playstyle revolve around hex totems their never doing that.

  • Voyager
    Voyager Member Posts: 27

    If hexes were redesigned to at least offer guaranteed value early on, it'd be good. But now, it could be randomly cleansed in a minute, and then you're a 3 perk killer the rest of the game. It isn't even close to powerful enough to justify the chance of being expunged so quickly.

  • Voyager
    Voyager Member Posts: 27

    Because when you play survivor, you're playing solo queue, matched with other solo players.


    When you play killer, you're mostly getting coordinated SWF groups who cleanse totems for breakfast.

  • Voyager
    Voyager Member Posts: 27

    This data isn't granulated. Show me how often it lasts in a SWF group of red rank survivors. I doubt it'd be more than 10% of the time, if that.

    Great for stomping new players or arguably decent for facing full solo groups, but you can't queue just against players the game was designed for killers to face, so that's useless.

  • Sylorknag
    Sylorknag Member Posts: 760

    You just forgot the par where NEW players aren't supposed to be Great at the game, I believe it happens, you know, with all games, people have to learn it.

    But hey, at least we're getting some new early game mechanic to, hopefully, fix the problem old ruin was a bandaid for.

    So, props, I guess !?

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Still doesn't justify why the change was needed! It really sounds like the perk was changed because

    1. New player's weren't putting in the effort to hit great skill checks
    2. Y'all wanted to add more stress to killer's
    3. People can't hit the space bar to do a simple skill check


  • NightWolfsFury
    NightWolfsFury Member Posts: 220

    The totem spawns on new maps are much harder to find than the old ones. They have improved them. Just not in the way people were thinking.

  • Mozzie
    Mozzie Member Posts: 618

    Agreed, if the totem spawns on older maps were better it would be a perk worth considering. If red rank data shows it goes down too fast I'd suggest a NOED like buff where the totem appears dull until a certain amount of generators get completed. EX: rank 1 ruin shows dull until 1 gen is completed and rank 3 until 3 gens completed

  • Tactless_Ninja
    Tactless_Ninja Member Posts: 1,791

    Old ruin only benefitted bad killers against bad teams.

    Mass exodus of killers? More like Darwinism.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I prefer the new Ruin's effect as it rewards people actually playing the game rather than the randomness of skill checks. Still gets cleansed before I can really pump it's use though.

  • ShrekTheThird69
    ShrekTheThird69 Member Posts: 327
    edited July 2020

    It should regress at 150% instead of 200% and be a perk instead of a hex. But we know the devs will never do that.

  • Dwinchester
    Dwinchester Member Posts: 961

    But that might be annoying for new survivors and give killers free value. Meanwhile ds, dead hard, iron will, and unbreakable are completely annoyance free for killer and require so much skill to use.

    No go enjoy your 4man rank 1 swf death squad as a rank 10 killer.

  • CriminalMind_ITA
    CriminalMind_ITA Member Posts: 93

    Now they should rework DS too

    Ruin was one of the best killer perks ---> nerfed

    No suprise when it's time to nerf survivor most famouse perks ---> nothing

  • FearlessHunter
    FearlessHunter Member Posts: 530

    I really do like the new ruin. On some killers who can apply pressure it is extremely powerful.

    I think most of you guys don't know how annoying old Ruin was to face on console. On PC I hit great skill checks no problem but on PS4 I can not hit a great skill check for the life of me. It feels like there is a 0.5 second delay when you press the button thus causing you to miss great skill checks. If you wanted to win on console you either had to gen tap or spend the match finding the totem.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,351
    edited July 2020

    "That also allowed for more playstyle variety."

    Yeah, such playstyle variety when every Build started with Ruin and PGTW as Slowdown Perks + (most likely) BBQ (if it makes sense on that Killer or not). Adding NOED and we have a Build that can be run on any Killer without thinking about their playstyle at all.

    It is good that now players have to decide between Ruin OR PGTW. Now we have more variety in Killer Builds (way too less still, but more than before).

    And well, Moris and Camping/Tunneling were also present with old Ruin. Killers are also doing it when 5 Gens are left, its not like they are only doing it as a "last resort". But I know, Killers are the poor little guys who need to be protected.

  • NightWolfsFury
    NightWolfsFury Member Posts: 220

    According to the dev earlier in this thread, Ruin tends to last until the end of the match around 50% of the time. While I'm not exactly opposed to this idea, it may also seem a little unnecessary.

    It could work and encourage people to do more totems which could help against NOED as well.