Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

How to win the game with Hex Ruin

gatsby
gatsby Member Posts: 2,533

Interrupt a 70%+ generator after you first hook and make sure it regresses to zero.

If you can get Ruin to destroy an almost finished generator one time before it's cleansed, the Survivors essentially lost all their early game advantage and have to do the equivalent of six generators.

Comments

  • Moundshroud
    Moundshroud Member Posts: 4,458

    I applaud you wanting to offering up helpful advice, but I would suggest this isn't really something that can (or should) be counted upon. It isn't a strategy which will yield consistent results. It is more like a get lucky situation. It implies, I think, that most of the other Survivors were working on that one Generator and thus they have wasted all their effort. This doesn't actually happen that often outside the Potato Ranks. Survivors know to split up early, and work Generators in pairs at most as they become more sage. There are lots of problems here:

    1. Hex: Ruin has to survive, and it can die in the first twenty seconds of the game (often does).
    2. The Survivors you interrupt have to actually leave the area and not return or you have to camp the Gen.
    3. The Survivors are far more likely to split up and go to other Generators and take advantage of your fixation.

    I'm not saying Hex: Ruin isn't a useful Perk; it is great. What I'm saying is that you win by maintaining Generator Pressure. You put Ruin in (sometimes with other things like Undying) and then focus on your chases, pressure, hooks, and creating a 3-Generator situation if the game is going badly. Focusing on any one Generator is actually a ticket to lose, unless it is the last Generator they need and for whatever reason the Survivors stupidly are fixated on it too (this happens from time to time).

  • UnentitledBunnyMan
    UnentitledBunnyMan Member Posts: 313

    If u can't hook a survivor in the first 50/90seconds of the game then ruin has no value. It's not effective at all if u r using trapper, wraith, clown, etc m1 killers. I prefer the gen lock perk on weak killers, grants @ least 80 seconds advantage because all 4 survivors have to waste like 20 seconds or more to find another gen rather than do gens as soon as he can move

  • solidhex
    solidhex Member Posts: 925

    I use it with Wraith and it can be very effective if you play hit and run because of his mobility with Windstorm. But i always bring Pop as a backup.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    I spent far too much time wondering what cleansing a generator would look like.

    Also, Ruin on Pig. Mmm. Now that's an underrated combo - get one person off a gen and they'll either be forced to let it regress or hurt themselves trying to finish it.

  • SammiieK1991
    SammiieK1991 Member Posts: 686

    I usually use that 50/90 seconds crouching behind the killer and following him around the map. Least i can tell my party where he's heading. 9 times outta 10, the twat hardly knows I'm following him either which makes it 10 times funnier. Once I see a gen available, go over and fix it. 🤣😂

    Not only have you made fun out of it, you've also wasted the time the killers tried putting that hold on you.


    Still popped at least 2 gens doing that at the same time as well, then we had ourselves a rage quitting killer.😂😂