http://dbd.game/killswitch
why did ruin got nerfed again?
wasnt it because "too many killers got carried by it" ?
but after a year they released the undying + ruin + tinkerer combo
why havent they nerfed some survivor perk what gets abused here and there? no need to go into details about these perks.
why are maps either heavily killer or survivor sided what also carries people, YES some maps are so BS designed that you can get just carried by them.
devs why did you nerf ruin again?
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Ruin was nerfed/changed/reworked because experienced survivors would hit great skillchecks very frequently nullifying the hex to some degree whereas old Ruin would make matches unplayable for new-ish survivors.
The current version of Ruin has the same effect on new AND experienced survivors as its strength comes down to how frequently the killer manages to interrupt the repairs.
The change was pretty smart in this regard.
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Can we copy and paste this response for tomorrow's thread?
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^^^^^
Old ruin totally smashed new players and did little to none against experienced survivors. It was just overall bad design.
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So they "fixed" it by making it useless at all points of the game. There fixed now NOONE can be challenged by it
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Sounds more like an issue with your inability to apply pressure. I think it's pretty hard to deny the amount of value ruin gives when it's up.
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With old ruin if the stars aligned and you got both a good totem spot and survivors that couldn't hit greats you could pretty much ignore gens and spend as much time chasing an individual survivor as you liked.
New ruin and undying takes two perk slots and requires some actual input on your part into getting them off gens, one way or another.
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It slowly regresses the generator without the need to kick it. Cool concept. Only really useful if you can keep survivors off if gens for an extended amount if time, so practically useless against survivors that spread out.
Its a late game hex perk so you have a strong likelyhood of it being destroyed before you even get to see the effects of it.
It is only useful-ish when combined with undying because it can help the perk remain alive at least till endgame so if you manage to get 3 close proximity gens you can try and keep pressure off.
Unfortunately ruin just doesnt have enough if a kick to be really viable.
What it does do successfully though is stop generator tapping. But that is a waste of a perk slot to stop gen tapping, which is a poor bandage fix at best
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Ruin useless? How many times you have seen MoM since the “rework”?
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Survivors that want to complete gens, won't even notice the effect of ruin.
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Ruin was changed for several reasons.
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
These are not in order of importance.
Well after the update, we were playtesting a new Killer before their release, I think it was Blight. It was forked from a much older build, and had old Ruin in it. Every person in the playtest was either a game designer or QA, and we all agreed that it was a big improvement to the game overall that it was changed. And not just because of new players.
Ruin was not changed just because of new players. It was changed for several reasons, and the hideous experience new players had with it was one of them.
Ruin was not changed just because of new players. Ruin was not changed mostly because of new players. Ruin was changed because it was unhealthy for the game.
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Considering the baseline regression is 25% of a single Survivor's repair speed, how is 75% of a single Survivor's repair speed possibly considered slow? A 99% generator will fully regress in about 320 seconds, a 99% generator will fully regress in about 108 seconds under the effects of Ruin. That is way faster.
Think of it this way... the survivors split up and do gens. You get a really fast down and hook on someone, so his gen is regressing. You find another person, now their gen is regressing. A third survivor now needs to rescue the guy on the hook so his generator starts regressing. Fourth survivor is now the only one repairing generators and the total amount of charges on generators is actually going down fairly quickly. It's going up by 1 c/s and going down by 0.75 * 3 or 2.1 c/s. Seriously... look at those numbers again. The total generator progress is NEGATIVE.
Does it effect Survivors who 0-100 Generators? No... but... that's why you as the killer with Ruin now need to go around and bother as many Survivors as you can as much and as often as you can. Don't like that playstyle? That's fine... there's other perks that might suite you better like Pop, Surge, Oppression, and Overcharge. That doesn't mean that Ruin is worthless.
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How was it unhealthy for the game if experienced survivors could hit the skill check? Why do you cater to new survivor players and yet balance killers like Nurse around only the best killer players? It seems like a huge double standard to me.
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It´s like @Almo said, it´s more a rework than a nerf. Since it did effectively nothing against veteran Survivors, it´s actually better now in this regard, and at the same time it doesn´t destroy noob Survivors anymore, making the experience for them much more bearable ( starting in DBD is SO hard).
It also added a certain requirement of skill to get value out of it, I think they did a phenomenal job with the rework.
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:3
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