Is Hex: Ruin + Hex: Undying really as good as people say?

I've got my doubts about the effectiveness of the Hex: Ruin + Hex: Undying meta emerging. In order to get any value out of Hex: Ruin, you need to constantly be interrupting survivors on generators and making sure they don't get right back on them. This means that the only killer that can even get decent use out of this are high-mobility killers, average-speed killers with really good down potential, or killers that are a mix of the two. And even if you do interrupt a survivor on a generator, you have to chase them down to make sure they don't go right back to the generator when you leave them. And the entire time you are chasing one survivor, three other survivors are on generators. If you try to prevent another generator from getting done, the survivor you were previously chasing will go back onto their generator and finish it. The big point is: no matter how much you interrupt survivors, they will still be able to get generators done fast. So is Hex: Ruin + Hex: Undying really the best perk to run on all killers, or is it just a minor inconvenience at best?

Comments

  • Moundshroud
    Moundshroud Member Posts: 4,458

    Yes and no. It is only as good as the Killer is at keeping up Generator pressure. It doesn't matter if Ruin stays up the ENTIRE game if the Killer isn't getting people off those Generators. Do you see my point?

  • not_Queef
    not_Queef Member Posts: 826

    It is devastating against solo queue, only really useful against SWF on maps where totems are harder to find.

  • ringwinning
    ringwinning Member Posts: 552

    I'm curious as to how you pressure generators while keeping up your totem count AND downing survivors, I know you're a Myers main (right?) so we have different playstyles, but can you expound on how to keep up pressure on three fronts?

    On the subject of Ruin+Undying I never trust totems :\ And then I have to manually regress generators myself which takes time. It's... annoying.

  • gatsby
    gatsby Member Posts: 2,533

    It’s really good if you have good map pressure. You can end up getting METRIC TONS of gen regression if you’re really on top of interrupting super close gens.

    It comes crashing down against a high tier SWF or if one of the Survivors is a dedicated totem hunter that uses Detective’s Hunch or Small Game though

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    Yeah, it removes great part of the risk of bringing ruin into the match (at the cost of a perk slot) while also giving your some extra tracking.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    I prefer tinkerer and pop on my blight, since it's more regression, and since I'm a high mobility killer, I can make it in time to stop the gen, also it's more consistent than ruin and undying.

  • Moundshroud
    Moundshroud Member Posts: 4,458
    edited October 2020

    Yes I'm a Myer's main until I hit that Rank-1. :) I suppose the best way to describe is this to say that you want to manage chases so they involve more than one person. If you herd them right, rather than letting the Survivor entirely pick the direction they want to go, you can have the chase go toward the next Generator and hopefully disrupt it. When I'm playing a Spooky Myers (Scratched Mirror + Boyfriend's Memo) my build (these days) is usually:

    Hex: Undying

    Hex: Ruin

    Hex: Thrill of the Hunt (or sometimes Haunted Ground if I'm feeling sassy)

    *And either Sloppy Butcher (if I'm putting in a Map Offering for a small indoor one) or Play With Your Food

    This is how it works. In the first 15-30 seconds at MOST I will hear an audible warning that someone touched a Totem OR I will see the Aura as someone passes close to it. In general, I'm already moving up through the center of the map in a winding line to Stalk and wall hack anyone as I move forward. I have a pretty good ratio of doing a Grab successfully within that first rush and I'll pick a Generator with multiple people on it if I can. Grab one and hit the other. Ruin kicks in immediately. Go for the hook. Chase the one hiding nearby because they don't assume I'm Spooky and down him/her. By this point the 1st Generator is popping up but I have already disrupted them a pretty good bit.

    Now, if I saw someone go right for a Totem, and not the 2+ on a Gen I will grab that Totem Cleanser fast. Normally they spawned not that far from the rest too, so in grabbing that one my Wall Hack will show me the others too. So I get my locations again. The key to Spooky Myers is you MUST have a location on 1+ Survivors early and then just chase, break off, jump scare, chase and down. They won't know where you are and if you keep them guessing and jumping at every shadow, the Generators are not popping. Ruin will do its work.

    To answer your earlier question, I'm not TRYING to protect all my Totems and all my Generators. I'm just looking to cause maximum chaos and paranoia. I am just using the Totems as motion detectors for that initial rush. More to the point, since I don't have Insta-Down (unless I brought Haunted Ground) a Grab is my BEST friend, and I'm VERY good at them. If they are foolish enough to let me get one in the basement and even slightly altruistic.... it gets ugly real fast. I will literally leave the basement area.... act like I don't see them (when I clearly can with the Wall Hack) so they will go down. I can time my return to the Basement really well and Grab while they attempt the Unhook. Wash, Rinse, Repeat. There is no way a Killer can do everything, so you have to pick your battles. Maximum paranoia with a Spooky Myers is often more powerful than an Infinite Tier-3 Maniac Myers because you can just keep getting them off the Generators.

    Spooky Myers is slow (and only PWYF helps). So you do need VERY efficient patrols as your Generators start popping. What this means is EARLY in the game I have already picked the 3-Gen I mean to defend. If I'm not on the map of my choice, this is key choice #1 and I generally pick the 3-Gen next to where I cause my first initial grab and panic, i.e. where the Survivors usually spawned or started their work. Largely this is because if I hook one right there and particularly if I get the second there (who tried to hide to do the rescue) I've tied up half their group and the other half is going to work Generators and try to time that first rescue. So I want to pull them into the area I'm going to defend end game as long as possible because it prevents me from having to patrol it and to a degree the areas away. Does that make sense?

    *Now when you are being sassy and running Undying+Ruin+Haunted Ground they have a problem. They really need the Ruin gone because if I'm doing my job they have to keep getting off the Generators. But if they go for Totems they might trigger the Insta-Down for me.

  • ringwinning
    ringwinning Member Posts: 552

    I'm gonna end up favoriting this thread so I can look back on this info haha. It's very myers centered but I bet I can apply it to other killers too; I'll try!

  • ClickyClicky
    ClickyClicky Member Posts: 3,536
    edited October 2020

    No. Survivors are now prioritising totems. Both of these are on average going much faster than before. Unless you want to waste your time running to defend totems every minute, in which case survivors would just sit on the gens.

    Not to mention not all killers can pressure the map equally and not all maps are easy to apply pressure on. Plus it’s hard to judge how much effectiveness Ruin is giving you. Sometimes gens will fully regress, sometimes you’ll only get bits of regression but other survivors will finish the gen.

    I’ve already ditched this combo on a number of killers and I’m having more success running former builds and builds more tailored to each killer.

    For what it’s worth I feel like Ruin/Undying was shadow nerfed in a hotfix. Undying is the first totem cleansed 99% of the time. It was happening so frequently over so many games that a 50/50 chance does not explain it. If you flip a coin 50 times you don’t expect it to be Heads 45 times ya know?

  • DeathwingDuck
    DeathwingDuck Member Posts: 68

    It certainly enhances snare Freddy when I use surveillance with it.

    But I haven't used it on a killer like Pig yet. Corrupt/sloppy or corrupt/pop I feel would still work out better for a killer like her. Don't have to worry about totems, map is artificially small for 2 minutes, sloppy slows healing or pop's instant regression is good if you get early hooks.

    Ruin/Undying is a good meta probably for most killers, just better at it's job on some than others.

  • DeathwingDuck
    DeathwingDuck Member Posts: 68

    I get DS/Unbreakable way more than detective's hunch or inner strength, but I get to red ranks as killer pretty easily.


    Most survivors don't care about ruin until they notice you can pressure the map well. Unless they happen across a hex in their travels, they'll just push gens cause really what else are they gonna do?


    Just my experiences though.

  • Moundshroud
    Moundshroud Member Posts: 4,458
    edited October 2020

    They are making Totems a priority which is why I like the combination (and I tend to throw in Thrill of the Hunt too). My goal is to use that priority to find the Survivors very quickly (as a Myers). To me this is better than say a Corrupt Intervention which only buys me two minutes of locking down the Generators far away. This combination ensures I find the Survivors FAST, and in many cases allows me to keep Ruin up quite a bit longer. I realize this combination may be niche for my Myers, but I just wanted to point out that I WANT them going after the Totems in this case because that is my actual purpose. Extending Ruin is nice but an afterthought.

  • xEzekanarioX
    xEzekanarioX Member Posts: 378

    Is using 2/4 slots of perks to fix something the devs dont want to fix (genrush) as good as people say? No.