Canker Plants = Ruin (+Ruin Nerf Compensation)
Just a idea on how I would slightly nerf Ruin.
Hex (Ruin):
You have a Hex that causes fatigue in one's ability to escape. All survivors suffer a 15/20/25% decrease in repair speed with great success zones being removed from the repair action. Once cleansed, all generators that have progression to them will instantly lose 5/10/15% of its total progression.
Basically, Ruin (Tier 3) will add 20 seconds to every generator and can possibly add more time when it's cleansed.
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.
Comments
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Leave ruin alone, its bad enough as a hex perk. I do love the extra time to prep in a match though. Trapper fells like he can secure an area without struggling to collect traps.5
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@Nickenzie said:
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.How about… NO(?)!
Because the game is still to fast even WITH Ruin.And survivor could always decide to ignore secondary objectives, like they did it with totems.
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My games have been on average 10-15 minutes long without all 5 generators being completed. If there is a second objective then Ruin would need to be changed since no one likes 30 minute games, just saying the facts.Wolf74 said:@Nickenzie said:
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.How about… NO(?)!
Because the game is still to fast even WITH Ruin.And survivor could always decide to ignore secondary objectives, like they did it with totems.
About the secondary objectives, they can make it where survivors can't ignore them like they can with totems. Maybe generator parts?1 -
I feel like there should be a required secondary objective to do. If there was something similar to the plants added, survivors would just ignore them like totems.
If the devs were to add a secondary objective, it would need to be something the survivors HAVE to do before they even touch generators. Perhaps fueling the generators with randomly spawned gas cans or something. If/when the devs add an objective the survivors HAVE to do before they can touch gens, Ruin could possibly be nerfed depending on how the games go. We'll see1 -
@Nickenzie said:
Wolf74 said:@Nickenzie said:
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.
How about… NO(?)!
Because the game is still to fast even WITH Ruin.
And survivor could always decide to ignore secondary objectives, like they did it with totems.
My games have been on average 10-15 minutes long without all 5 generators being completed. If there is a second objective then Ruin would need to be changed since no one likes 30 minute games, just saying the facts.
About the secondary objectives, they can make it where survivors can't ignore them like they can with totems. Maybe generator parts?
That's just because the survivor are greedy AF!
If they would actually TRY to escape, nothing would have changed, but most survivor are ahole atm and just harvest plants and let themself get killed.
Nothing like real games.0 -
I'm not wanting to hammer nerf Ruin, just a small nerf to prevent games from lasting 30+ minutes and if 4 generators are remaining. Then you and the survivor will be playing hide and seek world championship which is just super boring.makayla said:I feel like there should be a required secondary objective to do. If there was something similar to the plants added, survivors would just ignore them like totems.
If the devs were to add a secondary objective, it would need to be something the survivors HAVE to do before they even touch generators. Perhaps fueling the generators with randomly spawned gas cans or something. If/when the devs add an objective the survivors HAVE to do before they can touch gens, Ruin could possibly be nerfed depending on how the games go. We'll see0 -
Your right, they are greety! That's why we need a secondary objective that survivors CAN'T ignore. Then if the games last for too long with Ruin, it can be slightly nerfed, I don't want to hammer nerf Ruin.Wolf74 said:@Nickenzie said:
Wolf74 said:@Nickenzie said:
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.
How about… NO(?)!
Because the game is still to fast even WITH Ruin.
And survivor could always decide to ignore secondary objectives, like they did it with totems.
My games have been on average 10-15 minutes long without all 5 generators being completed. If there is a second objective then Ruin would need to be changed since no one likes 30 minute games, just saying the facts.
About the secondary objectives, they can make it where survivors can't ignore them like they can with totems. Maybe generator parts?
That's just because the survivor are greedy AF!
If they would actually TRY to escape, nothing would have changed, but most survivor are ahole atm and just harvest plants and let themself get killed.
Nothing like real games.0 -
Even with secondary objectives and ruin there's no reason for a match to go 30 minutes and the survivors are still running around. At that point you should be down to the last two team members at least, if not; survivors were to focused on the totem instead of powering through gens. Seems like for the first time survivors are the ones constrained by time management.1
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I don't think the event is a good alternative to Ruin. It's an optional secondary objective, and the point of progressing the match for survivors is to... survive. The only other ways to get survival points are: healing yourself (300/full self heal), escaping the killer's grasp (600?), and surviving (5k).
I've been advocating for Ruin to be a baseline mechanic, and that it affects SOLO generators to encourage survivors literally working together to repair generators together. This would make a perk like Overcharge stronger, and also free up a perk slot. I'm sure a lot more tuning would need to follow, but think of the flexibility in perks from that point on.
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@Nickenzie said:
makayla said:I feel like there should be a required secondary objective to do. If there was something similar to the plants added, survivors would just ignore them like totems.
If the devs were to add a secondary objective, it would need to be something the survivors HAVE to do before they even touch generators. Perhaps fueling the generators with randomly spawned gas cans or something. If/when the devs add an objective the survivors HAVE to do before they can touch gens, Ruin could possibly be nerfed depending on how the games go. We'll see
I'm not wanting to hammer nerf Ruin, just a small nerf to prevent games from lasting 30+ minutes and if 4 generators are remaining. Then you and the survivor will be playing hide and seek world championship which is just super boring.
I know you don't want to severely nerf Ruin, I understand and agree with you. :chuffed:
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@Nickenzie said:
Hex (Ruin):
You have a Hex that causes fatigue in one's ability to escape. All survivors suffer a 15/20/25% decrease in repair speed with great success zones being removed from the repair action. Once cleansed, all generators that have progression to them will instantly lose 5/10/15% of its total progression.Basically, Ruin (Tier 3) will add 20 seconds to every generator and can possibly add more time when it's cleansed.
25% speed penalty means a 33% increase in time, so about 27 seconds.
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Agreed! I've had 5 back-to-back games as Doctor without a single gen being done since the event startedNickenzie said:Have anyone experienced longer games as a killer? I'm just so happy that we can chill out and believe it or not, I don't use Ruin anymore at high ranks, the game has a built-in Ruin already! Hopefully the developers can gain some stats about how much the Cranker Plants extended the game after the Halloween update. Maybe if they like what they see, maybe they will add a secondary objective for the survivor side and maybe nerf Ruin so killers can't slow the game down to a point where games can last about 30 minutes when the new survivor objectives come out.
Just a idea on how I would slightly nerf Ruin.
Hex (Ruin):
You have a Hex that causes fatigue in one's ability to escape. All survivors suffer a 15/20/25% decrease in repair speed with great success zones being removed from the repair action. Once cleansed, all generators that have progression to them will instantly lose 5/10/15% of its total progression.
Basically, Ruin (Tier 3) will add 20 seconds to every generator and can possibly add more time when it's cleansed.
TL;DR
Canker Plants may give us a hint that the developers are adding a secondary objective to the survivor's side. If they add a secondary objective to slow down the game then Ruin would need to be nerfed to keep games from lasting forever.
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You can't fix stupid.
You can't nerf a perk depending on how stupid the people play during this event.0 -
until every survivor gets their 30
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They should have made a loss of some of your nectar if you die. Right now the people just farm plants and do not care about escaping at all.
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I think the secondary objectives they add to DBD should be optional. However if survivors don’t take care of the objective by the time the exit gates are powered, the killer gets a buff of some sort to help secure kills. Similar to NOED or remember me but not as severe as a tier three killer perk0
