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Is it worth it to run Pop and ruin together?

I mean, they do kind of contradict eachother. How are you gonna kick a gen with ruin active? And I guess it'd be a plan B if ruin gets cleansed, but then you'd be wasting a perk slot for a "what if" situation.

I'm really torn by this.

Comments

  • Yords
    Yords Member Posts: 5,781
    edited March 2021

    Yeah, ruin is good for the early game and pop for mid and late game

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Great combo despite what people have said

  • Zeus
    Zeus Member Posts: 2,112

    Ruin is powerful by itself so if you lose ruin early, you will feel the disadvantage. Pop would mitigate some of this.

  • Clevite
    Clevite Member Posts: 4,335

    It can be, but if ruin lasts a long time, then you get very little pop value. If ruin goes quick, then you are a Pop gamer anyway. And now you have two perk slots used up that do not synchronize, both dedicated to gen slow down.

    I would rather choose a style that works for you and not give up two slots . But you do what works best for youl

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Yes. It honestly should be meta even.

    Ruindying has proven that being down a perkslot but ruin being up all game is powerfull.

    So if you never got to use pop because ruin stayed up then you really should have won anyway.

    Ruin also encourages people to stick to their gens so 3 genning is a lot easier and once you have a 3 gen both pop and ruin really start to shine

  • JasmineDragon
    JasmineDragon Member Posts: 372

    absolutely not. They serve very different purposes. Pop is for killers who can get quick, consistent downs. Ruin is for killers who can apply a very strong board pressure. A late game pop may feel impactful, but in the long run, you are diminishing your returns heavily. Its like the noed vs devour argument. Noed is considered a very weak perk, just annoying, while devour is considered mid tier and very dangerous. This is because devour can provide cheap and easy snowball, the perk gets you value throughout the match. Perks that provide little consistent value, even for a similar overall effect, are not considered strong. Perks stepping on eachother's feet will, in the long run, just make good perks worth less to you.

    If you still want more gen denial, and are sure you need to use two perk slots on it, then Id recommend literally any other combo of gen blockers.

    Thano + Ruin is great for pressure killers like legion, wraith, plague. Anyone who can either move around quickly or spread damage. This makes gen progress slow, and gen regression consistent

    Pop + Overcharge is very effective for killers who need to give up certain gens for set up, and will likely be relying on a three or four gen for late game play. Trapper, Myers. Doctor is particularly good with overcharge due to the effects of his madness but thats a bit on the nose lol

    Corrupt can be used with any of the denial or regression perks for consistent early use. No wrong answers there


    Just optimize your build, and make sure you never run perks that will get in the way of other perks. You have a lot of options and can certainly find a solution to your problem without needing to compromise

  • edgarpoop
    edgarpoop Member Posts: 8,373

    Yes. Corrupt/Ruin/Pop is the best slowdown stack you can run. They don't contradict each other as much as you would think. If survivors don't cleanse through Corrupt/Ruin, you win the game regardless of your other perks. If not, you have major gameplay issues beyond your build. If they get Ruin, you still have Pop, value from Corrupt and your fourth perk.

    One or two possible Pop kicks is more value than an entire game's worth of guaranteed Thanat or Overcharge.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,284

    IMO not. Playing with 3 Perks the whole game (or even 2, for the Majority of the game when also playing Corrupt), does not sound that good. And most of the time the Killers who are stacking so much Slowdown are not good at the game, which means that they dont even get value from stacking so many Slowdown-Perks.

    Like, Ruin and PGTW will do nothing if you cannot down Survivors...

  • landromat
    landromat Member Posts: 2,193

    If you're m1 killer use surge. They synergise well

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Not really. It's okay, but it's... Not great. Pop is already kind of an unreliable perk that you often just don't get to use because it's more valuable to chase someone. The most use I seem to get is in the early game, but if you have Ruin...

    Better to run Surge or Undying if you're going to bring Ruin.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Ruin does if you're a Tinkerer gamer: it frustrates uncoordinated teams into leaping onto the hooks out of desperation to end the trial.

  • Patrick1088
    Patrick1088 Member Posts: 628

    PGTW can have no value if Ruin isn't cleansed, making you essentially 1 perk slot lost. Another bad combo is Corrupt and Ruin. It encourages survivors to go find a gen and end up finding Ruin instead. Good combos are below;

    PGTW + Oppression: 25% immediate regression and 2 other gens begin regressing or face difficult skill checks.

    Ruin + Undying: classic combo

    Devour Hope + Undying: Stacks transfer to dull totem so its easy to get 3 stacks before both totems are cleansed.

    Corrupt + PGTW: best of both early and mid game gen defense

    Ruin + Surge : Ruin is good for passive while Surge can have a PGTW type of value running in background

    Thano + Undying Light: weaker than hexes, but can be consistent if you apply pressure.

    You can even slap on Surveillance to builds with auto regression (Ruin, Surge, Oppression) to track progress and movement

  • Pukenplag
    Pukenplag Member Posts: 1,454

    The amount of people here giving actual advice makes me realize how many fall for Sluzzy level posts. Wow. Just wow.

  • OmegaXII
    OmegaXII Member Posts: 2,216

    It is good. Those 2 are best slowdown perks you can bring. Even if they don't work together, their value is worth it.

    Only downside is ruin is not consistent. In some game ruin can be broke in 20 secs, meaning ruin has no value. So if you want something more consistent, you can change ruin to something else like surge.

  • glitchboi
    glitchboi Member Posts: 6,023

    I guess for early-game slowdown. It's not that bad, but I prefer Corrupt and Pop because at least I'd still be able to use Pop while the game is being slowed down.

  • crowbarman
    crowbarman Member Posts: 499
    edited March 2021

    Since Ruin will (hopefully) be up for at least 2-3 gens, I might suggest that you consider Ruin-Oppression.

    Oppression is really the best when one gen is left, especially in 3 gen scenarios. You kick the gen and know all get a skill check or regress. Assuming Ruin sticks around for at least a little while, this may be the better way to go.

    Ruin+Undying+Opp+Sloppy

  • Seraphor
    Seraphor Member Posts: 9,421

    Lots of people seem to like this combo, but it doesn't sit right with me.

    If you're banking on Ruin getting cleansed early in the game, then Corrupt is a much better choice.