Should Ruin become a regular perk?
Let me start this off by saying I play both sides but mostly solo survivor. I don't know what's going on lately but the gens are popping left right and center. On top of that Hexes are being found extremely quickly. With that being said killers are left with little to no gen defense and honestly I feel kind of sorry for them sometimes. This brings me to tunneling. As annoying as it is I get it I really do. I feel like a lot of the time even when a killer doesn't want to play like that they're getting forced into doing so more and more just to try and gain a little bit of momentum back.
This post is not intended to upset anyone or encourage or discourage any kind of play whatsoever. I simply would like to have a civil and constructive discussion over whether Ruin should be buffed into a regular perk rather than a Hex in an attempt to bring more balance to the game.
In my opinion I think it should be a regular perk. I don't think it's the almighty fix to the balancing issues but I think it could definitely be a big step in the right direction. So do you think Ruin should become a regular perk or not and why or why not?
Comments
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I don't think it should become a regular perk, but I do think that totem spots need to be reworked, because it's honestly insane how most of the time totems spawn in literally the dumbest most obvious spots. At least even though I hate grim pantry and pale rose at least for outdoor map wise they have really good totem spots. Coldwind totem spots forget it, they are going to go in like 2 seconds.
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Making Ruin a regular perk instead of a Hex would be waaay too strong.
Just imagine a 3 gen against that.
It would be insanely boring to the point that i would rather get tunneled and camped honestly.
I think starting with some kind of early game mechanics (that the devs were looking into) would be a better idea.
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Yeah that's a fair argument for sure. I definitely agree that some totems spawn in the most ridiculous spots. I think totems should have to be found not stumbled upon because they're right next to a gen.
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That's a good point. A 3 gen didn't even come to mind when I was thinking about this.
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Also,imagine killers like Blight+Tinkerer,Twins,Oni etc. with that.It would be insanely strong and too oppressive.
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Disturbed ward. On that map the totems have like two or three spawn points located in the center of the map, outside the building in plain sight. You can salute your totems as soon as you get in the trial if they spawn there.
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Make a regular kick regress a Gen like ruin instead.
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I think a new perk should be Old Ruin, but it only lasts the first 40/50/60 seconds of the trial. Slows gens down for the early game, but then does nothing the rest of the trial. Giving Killers a little more time to build pressure early.
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Disturbed ward became even more disgusting after the rework. They didn't do anything to even help the totem spots.
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Ruindying has thought me that if ruin stays up i ussually win so i would say no.
It's one of the few hex perks that if not cleansed will generally win the game for you.
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Not a regular perk, but I think gens need to naturally regress some while kicks and post kick regression should get a buff.
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Gen speeds are ridiculous, but I don't see how making it a regular perk would be good.
If anything, I think that making it basekit with a lower regression rate, and having a few seconds before regression starts would be a better alternative. (Could also make all gen kicks have an instant 2.5-5% regression)
But for now, we should wait for them to fix totem spawns and make maps smaller before trying to do anything about gen speeds.
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Making ruin base kit wouldn’t be healthy at all. It would encourage survivors to stick on the gen until its complete rather than going to unhook. There are a few other scenarios but I’m tired I just don’t view it as healthy when it punishes the survivor for leaving the gen and I want them to leave the gen without finishing it.
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I always thought of making Ruin basekit since the devs don't want to change the early game up for survivors to find parts to work on gens, but I definitely would make it to where gens don't regress at Sonic speed that it currently does with Ruin. I think medium speed regression would be fine if it was basekit
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Ruin base kit maybe... But nerfed version for sure.
Like 50% rate or make it for first 2-3 minutes in the match and then the effect is gone.
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Ruin exposes a problem where killers just... are not rewarded for defending gens or doing chases.
The undying nerf is a huge reason W meta is back: If your tag teaming a gen and running in opposite directions, not even trying to loop, the killer literally can't down either of you without losing the gen.
So I don't think ruin should be hexless, I think killers should get better gen defense effects in basekit: Mini ruin and something like the gen being blocked for a very short time after kicking it (But unlocked if you kick another) both make a lot of sense.
The trick is gen times shouldn't go up, and you don't want tri-gens to be impossible (Though I think Tri-gens are more a map issue), but you also don't want survivors just forcing gens through the killer actively defending it. If the killer is saying 'no, not this gen' the survivors just... shouldn't be allowed to do it, because for the killer to have the tools to actually stop that would result in chases basically being instant.
Basically the problem is way less 'ruin is a hex' and more 'the core issue is that unless a killer can literally skip chases they actually just can't win if the survivors run to waste time rather than survive." It is a more subtle problem because, as others point out, make base regression too strong and suddenly people don't feel good about hook rescues and other actually desired behaviors. The issue is a very specific one.
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No, I do not think that the strongest Hex perk in the game should be made into a regular perk. The only reason its not a free win is because it gets cleansed.
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If the RuinDying combo has taught me anything at all, it's that Hex:Ruin is the STRONGEST hex perk in the game for a reason. To the point where I still use it because it's so unbelievably good but inconsistent due to totem spawns, which is the entire point of a hex perk (risk vs reward).
Make ruin not a hex perk and its the best killer perk in the game by a large margin. We don't need this. We really don't need this.
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we already have that, it's called Corrupted Intervention.
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No, Ruin is a perk that rewards killers who can apply map pressure and in combination with Tinkerer it's increadibly strong in their hand. It's not OP just because you can rid of Ruin... remove this counter and you get a balance mess.
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I'd rather a new perk as an alternative to Ruin.
Something like: Generators not being repaired automatically regress at 80/100/120% of normal regression rate. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.
Or maybe: When a survivor is unhooked at least 24 meters away, this perk gains a token up to a maximum of 2/3/4 tokens. Generators not being repaired automatically regress at 50% of normal regression rate for each token. Every time a generator is completed, you lose a token.
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I'll let ruin be base kit if borrowed time becomes base kit.
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