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An idea to restore ruin

so ruin got nerfed, some people like it, some people hate it, im in the middle. I think its OK. Its good, but extremely unreliable and doesn't help when a gen goes without pressure, like the original did. So those combined, I think it can stand to be better, but not as good. I think ruin should go to: gens regress at a 30% faster rate than normal and begin regression immediately when a survivor stops working on one. Any good skill checks made by survivors on generators has 10% less effectiveness on gen progression. Any Great skill checks made by survivors on generators has a 10% increase on gen progression.


This rewards survivors for getting great skill checks, doesn't necessarily RUIN your gen speed as bad as it used to if you dont hit great ones, so you dont feel as bad, and provides a better and more stable gen slowdown in the all important beginning phase of the game, as well as lowering the gen regression when not being worked on as well makes it still useful if you chase someone off a gen, helping your early game pressure as killer. I think it promotes enough play on both sides and doesn't reward killers for doing ABSOLUTELY NOTHING, too drastically. It does something, yes, but not drastic, ans if you hit your greats, it can punish the killer too.


I'm a killer main btw, just in case you're wondering.

Comments

  • brokedownpalace
    brokedownpalace Member Posts: 8,804

    Good skill checks have no effect on gen progression. They simply prevent the explosion.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,809

    10% increase on a great.

    The current percent is 1.

    No thanks.

  • WeenieDog
    WeenieDog Member Posts: 2,184

    girls, we need to let it go. just join the [cult of corrupt + pop] like the rest of us.

  • Deadeye
    Deadeye Member Posts: 3,627

    To be honest, the punishment to not great skillchecks, which was one of the reasons for the rework, could simply be replaced by a constant slowdown on gens. Would also fit the argument for the change that the random nature of skillchecks is bad for the perk. Just make it survivors repair at 90% efficiency as long as ruin is up -> problem solved.

    And the argument that the killer has no skill using it? So when is Corrupt Intervention reworked? Or Bitter Murmur? Cruel Limits? Fire Up? Discordance? Enduring? Im all ears? ...

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    Thats why its not consistent, and what makes me think the reward should he greater for the risk right now.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    I agree with you friend, I just feel like perks should promote back and forth play, especially one as powerful as ruin is, was, and could be.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    Already have, just feel like hex perks are cool and wish they'd help them a bit, and ruin is so iconic, i don't want it to go back to being the A1 gen slow option, but I want it to be a viable option, at least as viable as a risky totem based perk can be.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    It's hit or miss really. Sometimes you will have a really good totem spot and sometimes you will have the ones in you pic. What people don't understand is that hexes are supposed to be risky, and to an extent unreliable. If you play hexes expecting nothing to go wrong, well, I don't know what to tell you.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    Numbers could be adjusted, what do you think of the idea as a whole? I think promoting play on both sides is important for a perk as strong as ruin, so thats why the bonus to greats and debuff on goods, while not being crazy overbearing, is still fair in my opinion, and can make survivors feel rewarded, or slightly annoyed at their own performance.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    And Thats understood, but if a totem can spawn in the middle of an open field, it deserves to be stronger. Ruin doesn't slow gens if theyre consistently being worked on, and its easy to check for it and neutralize it quickly as a surv. It needs to be worth it. And right now its not.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    You realize there are killers that can't pressure gens properly, and setup killers that don't pressure gens for the first 30 to 40 seconds of a match without getting lucky, on top of gen speeds being fast enough that thats enough time to finish 2 of them at early game. Its not that I want it to be OP, and I don't want it to be overbearing. I want it to be worth the risk it takes, and I want it to do more help than it does in its current state.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    actually, new ruin is a LOT more reliable and consistent than the old version, simply because the killer has control over it and it is no longer 100% bound to RNG to ever take effect.

    i also dont really like that good vs great skillcheck part of it, as its just basically a huge penality to lower skilled and newer survivors for, well, being new.


    now, i have a few questions for your idea:

    1) what do you mean with "good skillchecks are 10% less effective"? you are aware that a good skillcheck does nothing in regards of gen progression, right? so are you asking for the gen progress to decrease by 10% any time a survivor hits a good skillcheck? cause thats just insane.

    2) what exactly do you mean with "great skillchecks are 10% more effective"? do you want them to give you 10% (+10% of the overall gen progress value) of the gens progress or 1.1% (+10% of the current great skillcheck value)? if its the later, thats pretty insignificant - if its the first, god help you with teams that can hit their greats.


    in the end, for me that wouldnt be worth picking.

    i already played without old Ruin when that was a thing, due to its inconsistency so should any perk like that return, it certainly wont make it into my builds, unless the vaules were absolutely broken to make up for it.

  • rogueplayer00
    rogueplayer00 Member Posts: 110

    I Wasnt super aware of the fact good skill checks dont provide progression, I always thought they did, im only a couple hundred hours into the game and I dont pkay survivor, so I apologize for my lack of that knowledge. I just wanted old ruin back, but in a less overbearing and powerful way, that doesn't punish survivors just for being new. The old ruin seemed to wreck people who couldn't hit greats, and i didn't wanna wreck them i just want to slow it down a little while they're repairing it, just like old ruin used to do.

  • Chico
    Chico Member Posts: 20

    I don't understand these peoples who keep asking to buff ruin. I play as a survivor most of the times, and I don't use the forum to complain about the survivors nerf. I think this is unecessary, if the devs want to nerf, they nerf. If the devs want to buff, they buff. I'll use the forum now to asking for him to buff MoM for example. Do you think the devs Will buff MoM because I asking for It? I think they don't.