Ruin useless? Need advice
For the past few days, i keep getting put with try-hard survivors who sometimes aren't even SWF. They are getting things done so fast and it feels like my Thandataphobia isn't cutting it as much as it used to.
I was thinking of changing it back to Ruin, but after two matches with it, it kept getting broke within two minutes. I think it would massively help in Thandats place, but its just an empty perk slot once its gone. I know most of you would say use Undying, but my other slots have been taken with perks i need
Any advice? Should i use Ruin or stick with Thandat?
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Use Ruin and apply pressure.
Its an early game perk.
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Thats another thing. The devs say 'apply pressure', but thats basically saying be everywhere at once, which can't be done
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It means do not commit to a 2 minute chase.
You won't get value out of Ruin unless you get Survivors off gens
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If those are the 2 options, use Ruin. Thanata is bad.
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Applying pressure just means downing survivors and keeping them injured & downed.
If someone is on a hook & you catch someone going for the save (running into them or them not being careful at all, I don't encourage camping) then the other survivors have to leave generators because their teammates are dying. Then ruins will do its job for you.
If they do stay on gens and leave them to die, that is precisely what is actual ''gen rushing'' (not saving your team to complete generators)
Applying pressure on survivors is done just by having quick chases & downs after downs. Not by going around patrolling gens.
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Use ruin with pop, or if you don't have pop use undying. If you are legion or plague ypu can use thana instead but I'd still use pop if possible.
Ruin is best at giving your early game pressure because it never lasts more than a few minutes.
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Ruin is much stronger than thanatophobia (and really any other slowdown perk in the game) when it manages to stay up. Still, it needs to be unfound and continuously protected to be of much use. The second a survivor finds it, the totem won't last much longer. Honestly, the luck-based nature of totems is why I don't particularly enjoy using them.
Out of curiosity, what does your entire perk setup consist of? Is ruin/thanaphobia the only slowdown perk you use/have access to? A good alternative to help build early game pressure is corrupt intervention, or you can use something like pop goes the weasel or thrilling tremors for mid-game pressure.
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I think Ruin by itself is pretty weak. You need a second hex perk protecting it like Undying or Haunted Grounds.
That said, if you're looking for decent gen slowdown, I recommend Corrupt Intervention and Pop Goes The Weasel. Neither perks can be taken away by survivors, plus you get sufficient gen protection.
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Use Ruin, it's a powerful perk. Ruin staying up for 2 minutes is actually not bad. Applying pressure gets you the most out of Ruin. Thanatophobia isn't that good unless you're playing Legion or Blight or something.
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It's really hard to say what you should do without seeing what you usually play like.
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The problem with all hex totems is that they are just incredibly inconsistent. You could get it cleaned in the first 30 seconds or have it be cleansed after 5 minutes.
Ruin is definitely a very strong perk. What you should be doing is judging wether or not you want to be chasing and pressuring survivors off of generators, this can very with different killers. High mobility killers or Nurse can easily push survivors off of generators. Lower tier killers such as Wraith has to go over to a generator and chase survivors off of a generator, but you must decide if you want the survivors to be pushed off, or chased and hooked. Chasing and hooking a survivor with ruin is a decision you have to make because the other survivors are most likely looking for ruin or doing gens somewhere else.
It is a very strong perk and great for the early game to give you some stall and regression. It works best with blight, nurse, and billy. But you can definitely use it on someone like Legion.
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My other perks are BBQ, Nurses and Whispers because i'm terrible at tracking without them
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I've been running corrupt/ruin It's not the best idea ever to run those 2 both together, but I have been getting some good luck with ruin not being gone in the first 30 seconds with it. It's been hard lately, because people are trying to do gens as fast as they can, and get out. You could go ahead and try ruin/corrupt it's not a bad combo, because even if ruin gets destroyed in the start you still have corrupt uptime.
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Firstly, I think all hex perks are bad in comparison to standard perks.
Ruin is only effective in a few situations otherwise changes nothing;
1. Only affects the survivor in chase which usually means one gen regressing
2. Survivors that are easily scared away by terror radius, good luck outside brown ranks
3. You Can continuously keep Survivors busy healing, chased off or down so gens can regress = gen pressure
4. Survivors waste time totem hunting because they think ruin is stronger than it really is, fortunately more frequent
If your playing well and doing #3, then your better off with perks that Grant benefits from your actions over ruin
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Thanatophobia is mega garbage except on a few specific killers. I recommend Sloppy Butcher instead, which will assist in tracking injured survivors (especially those with Iron Will, if you don't like Stridor). Personally, I think Ruin isn't good on most killers. It's absolutely amazing on anyone with mobility or ranged presence, since you can push and keep survivors off of a generator more easily. However, I find Pop + Corrupt Intervention to be better, and you can try running a different hex perk (DH, Lullaby, or even Third Seal, potentially), and/or maybe Dying Light.
My personal issue at higher ranks is that 3 generators can easily go off in the time it takes to get your first hook. By this point, you don't have any perks stacked at all. This makes things like Lullaby, STBFL, Third Seal, Dying Light, Thanatophobia, and Devour Hope range from unhelpful to outright useless. The map reworks are generally against killers by making things far more open than they should be, and this includes the visibility of hex totems--some of the new locations are just as bad or worse as old ones, and the lack of killers' control over their spawn doesn't help. Survivors can still spawn right next to a hex.
I feel like NOED is going to be mandatory at red ranks with any killer that isn't top tier. The reason is that it's arguably the most effective pressure perk in the game: Survivors need to waste time cleansing all dull totems earlier, or frantically try to find it at the end of the game.
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If it's all been early game gen rush use corrupt intervention. It only works for 2 mins but actually slows things a lot because they have to search for unblocked gens.
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At the end of the day, you've got to use a perk setup that you like. Still, if you are open to trying something new, I recommend replacing either nurses or whispers with a second generator defense perk, especially if you are having trouble keeping gens safe. I feel that nurses and whispers tend to do a very similar job when it comes to tracking injured survivors, so you would likely benefit more from replacing one of them with another perk.
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