General Discussions

General Discussions

Hex ruin rework

It remains a totem hex. It works the same in terms of debuffs.

However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

This might mean more totems on the map, of course. Got to leave room for NOED, and such.

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  • Member Posts: 1,054

    @Rebel_Raven said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.

    nAh

  • Member Posts: 3,688
    That doesn't sound OP at all...
  • Member Posts: 13,765

    Honestly, rather than making totems harder to find or this, they just need to make you destroy all totems before the Hex perk is gone.

  • Member Posts: 540

    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

  • Member Posts: 3,688
    Blueberry said:

    Honestly, rather than making totems harder to find or this, they just need to make you destroy all totems before the Hex perk is gone.

    Another idea that doesn't sound OP at all.
  • Member Posts: 13,765

    @The_Crusader said:
    Blueberry said:

    Honestly, rather than making totems harder to find or this, they just need to make you destroy all totems before the Hex perk is gone.

    Another idea that doesn't sound OP at all.

    Not like it's hard to work through it anyway.

  • Member Posts: 3,688
    Blueberry said:

    @The_Crusader said:
    Blueberry said:

    Honestly, rather than making totems harder to find or this, they just need to make you destroy all totems before the Hex perk is gone.

    Another idea that doesn't sound OP at all.

    Not like it's hard to work through it anyway.

    Devour Hope with 5 totems  :'(
  • Member Posts: 1,775

    @CornChip said:
    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it.
    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

  • Member Posts: 540
    edited October 2018

    @Rebel_Raven said:

    @CornChip said:
    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it.
    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    Thats the risk you take with it though.. Sometimes it will carry you through a game.. sometimes it will get destroyed early.. on average it will buy you a few minutes of time.

    If there weren't reasons people didn't use it literally everyone would use it yet it is still used in most games..

    There are only about fifty other perks to choose from, barely anyone chooses the other ones because Hex Ruin is strong enough already

  • Member Posts: 13,765

    @The_Crusader said:
    Blueberry said:

    @The_Crusader said:

    Blueberry said:

    Honestly, rather than making totems harder to find or this, they just need to make you destroy all totems before the Hex perk is gone.
    

    Another idea that doesn't sound OP at all.

    Not like it's hard to work through it anyway.

    Devour Hope with 5 totems  :'(

    They'd have to tweak it

  • Member Posts: 1,123

    @Rebel_Raven said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.

    I'd rather it be linked to 2 survivors and have 2 totems on the map, but idk.

  • Member Posts: 540

    @Rebel_Raven said:

    @CornChip said:
    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it.
    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

  • Member Posts: 1,893

    @CornChip said:

    @Rebel_Raven said:

    @CornChip said:
    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it.
    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

    Killers wouldn't need ruin if every game was filled with side objectives like this recent halloween juice event. Not every killer has access to convenient things like traps, and not every killer wants to run ruin every match just to combat games going too fast. Something needs to be done.

  • Member Posts: 540
    edited October 2018

    @Tsulan said:
    CornChip said:

    @Rebel_Raven said:

     @CornChip said:
    

    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it. 
    

    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

    You see the data, but come to the wrong conclusion. 
    Ruin is only meta, because killers don't have much else to slow down the gen progress. They are forced to take it, not because they like it, but because the game would take less than 5 minutes without it.

    Imagine for a second, that survivors are forced to equip 1 perk, even if they don't like it and on top of it, the killer could remove the perk after 30 seconds. Would you like that?

    I don't get what you are trying to teach me..
    Noone is forcing anyone to take bbq and chilli or sloppy butcher but they seem to be in every single game.. By choice..
    I am advocating for other possibilities to help killers out like buffing other perks.. I would love for some side objectives or something else as survivor as survivor is boring af at the moment with all the M1 holding and minimal chase potential.
    What i don't want to play against is the same perks over and over and over again. Hence why i said i would rather see other perks buffed over ruin.
    I would take literally any other change than having to do more skill checks and M1 every game

  • Member Posts: 15,095
    CornChip said:

    @Tsulan said:
    CornChip said:

    @Rebel_Raven said:

     @CornChip said:
    

    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it. 
    

    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

    You see the data, but come to the wrong conclusion. 
    Ruin is only meta, because killers don't have much else to slow down the gen progress. They are forced to take it, not because they like it, but because the game would take less than 5 minutes without it.

    Imagine for a second, that survivors are forced to equip 1 perk, even if they don't like it and on top of it, the killer could remove the perk after 30 seconds. Would you like that?

    I don't get what you are trying to teach me..
    Noone is forcing anyone to take bbq and chilli or sloppy butcher but they seem to be in every single game.. By choice..
    I am advocating for other possibilities to help killers out like buffing other perks.. I would love for some side objectives or something else as survivor as survivor is boring af at the moment with all the M1 holding and minimal chase potential.
    What i don't want to play against is the same perks over and over and over again. Hence why i said i would rather see other perks buffed over ruin.
    I would take literally any other change than having to do more skill checks and M1 every game

    Didn't mentioned those perks. But for example, Imagine you would have to take Deja Vu, even if you don't like it. Because EVERY killer plays 3 gen strat. Would you like that?
  • Member Posts: 1,164
    No, you only have 5 totems on a map so...
  • Member Posts: 7,383

    This would be worse actually. Also tier 1/2/3 works like 3/4/5 totems are lit and connected?

  • Member Posts: 2,919

    @Tsulan said:
    CornChip said:

    @Rebel_Raven said:

     @CornChip said:
    

    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it. 
    

    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

    You see the data, but come to the wrong conclusion. 
    Ruin is only meta, because killers don't have much else to slow down the gen progress. They are forced to take it, not because they like it, but because the game would take less than 5 minutes without it.

    Imagine for a second, that survivors are forced to equip 1 perk, even if they don't like it and on top of it, the killer could remove the perk after 30 seconds. Would you like that?

    No one is forcing you to use Ruin. It’s not locked into your perk choice. There are MANY other viable choices for perks. For example on my Spirit I use Save The Best For Last, Rancor, Nurses Calling, and either NOED or Deerstalker (because I’m blind as hell and can never find survivors if I slug). Sometimes I get a 4K and sometimes I don’t. Doesn’t really matter to me honestly. I’m at Rank 6 because it was super easy to rank up as a killer. This is the first time my killer rank is higher than survivor.

    Playing against Ruin and BBQ is obvious, reptitive, and boring. Same goes with DS, Self Care, and Sprint Burst. People are going to use them anyways because they are the perks that work the best. Just saying that nobody is forcing you to run Ruin. The game isn’t going to hold your hand regardless if you run Ruin or not. 9 times out of 10 they’ll either power through Ruin or break it in a minute. You’ll still get gen rushed regardless. So was that one hook you got before they broke the totem worth it? I don’t run Ruin because it’s not that great IMO.

  • Member Posts: 15,095
    MegMain98 said:

    @Tsulan said:
    CornChip said:

    @Rebel_Raven said:

     @CornChip said:
    

    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it. 
    

    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

    That's the risk you take with ruin.. Sometimes it carries you through a game, Sometimes it gets destroyed early.. On Average it buys you a few minutes of time.

    It is easily one of the most used perks in the game already.. If it didn't have a downside it would be in every single game. Seeing it in literally every game would be incredibly boring while playing survivor.

    There are like 50 other perks to choose from.. But no-one chooses them.. How about we make the unused perks more enticing to use instead?

    I would rather see variety in this game over buffing one of the strongest perks already around.

    You see the data, but come to the wrong conclusion. 
    Ruin is only meta, because killers don't have much else to slow down the gen progress. They are forced to take it, not because they like it, but because the game would take less than 5 minutes without it.

    Imagine for a second, that survivors are forced to equip 1 perk, even if they don't like it and on top of it, the killer could remove the perk after 30 seconds. Would you like that?

    No one is forcing you to use Ruin. It’s not locked into your perk choice. There are MANY other viable choices for perks. For example on my Spirit I use Save The Best For Last, Rancor, Nurses Calling, and either NOED or Deerstalker (because I’m blind as hell and can never find survivors if I slug). Sometimes I get a 4K and sometimes I don’t. Doesn’t really matter to me honestly. I’m at Rank 6 because it was super easy to rank up as a killer. This is the first time my killer rank is higher than survivor.

    Playing against Ruin and BBQ is obvious, reptitive, and boring. Same goes with DS, Self Care, and Sprint Burst. People are going to use them anyways because they are the perks that work the best. Just saying that nobody is forcing you to run Ruin. The game isn’t going to hold your hand regardless if you run Ruin or not. 9 times out of 10 they’ll either power through Ruin or break it in a minute. You’ll still get gen rushed regardless. So was that one hook you got before they broke the totem worth it? I don’t run Ruin because it’s not that great IMO.

    Exactly. It's not that great. That's why I don't get why people ask for a nerf. It should actually get a buff.
  • Member Posts: 1,857
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    That is a possible nerf and too many totems. The spawning already has issues, gonna be so many close together I see it already. Great idea though. 
  • Member Posts: 1,559

    @Rebel_Raven said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.

    make it effect 1 generator at tier 1, 2 at tier 2, 3 at tier 3, reducing how much hexes killers will use with it an isnt broken as hell

  • Member Posts: 160
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
  • Member Posts: 1,775
    LRGamer said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
    I'm aware. 
    I just wanted to use 5 because it's the amount of generators people can do.
    Didn't want anyone thinking they had to do 7 totems, or 7 gens, or both.

    There would be 7 extra totems on the map for each generator provided nothing alters the number of them. 
  • Member Posts: 160
    LRGamer said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
    I'm aware. 
    I just wanted to use 5 because it's the amount of generators people can do.
    Didn't want anyone thinking they had to do 7 totems, or 7 gens, or both.

    There would be 7 extra totems on the map for each generator provided nothing alters the number of them. 
    That would mean 2 Generators aren‘t affected by it 
  • Member Posts: 1,775
    LRGamer said:
    LRGamer said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
    I'm aware. 
    I just wanted to use 5 because it's the amount of generators people can do.
    Didn't want anyone thinking they had to do 7 totems, or 7 gens, or both.

    There would be 7 extra totems on the map for each generator provided nothing alters the number of them. 
    That would mean 2 Generators aren‘t affected by it 
    I said a totem would appear for every generator. That means 1 new one for every generator. 
    If there are 7 gens, there's 7 new hex totems. If an offering adjusts the number, the new totems adjust accordingly .
  • Member Posts: 160
    LRGamer said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
    I'm aware. 
    I just wanted to use 5 because it's the amount of generators people can do.
    Didn't want anyone thinking they had to do 7 totems, or 7 gens, or both.

    There would be 7 extra totems on the map for each generator provided nothing alters the number of them. 
    You said you wanted to use 5
  • Member Posts: 1,775
    LRGamer said:
    LRGamer said:
    It remains a totem hex. It works the same in terms of debuffs.

    However instead of it being tied to one hex totem, there is a totem created for every generator on the map, and each is linked to a random generator, and never the closest, and/or within certain meters.
    Break 1 totem, free 1 random generator of the hex. Break 5, and 5 of the generators are free from the hex.

    This might mean more totems on the map, of course. Got to leave room for NOED, and such.
    There are 7 Generators on each Map
    I'm aware. 
    I just wanted to use 5 because it's the amount of generators people can do.
    Didn't want anyone thinking they had to do 7 totems, or 7 gens, or both.

    There would be 7 extra totems on the map for each generator provided nothing alters the number of them. 
    You said you wanted to use 5
    In my initial post, I put down
    "However instead of it being tied to one hex totem, there is a totem created for every generator on the map,"
    So a new totem will appear for every generator on the map.

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