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Ruin/Pop is better than Ruin/Undying. Prove me wrong.

wishwon
wishwon Member Posts: 73

I'm not going to hard-defend Ruin/Pop, I just want to see arguments for Ruin/Undying (and Ruin/Pop probably), and have a discussion.

Comments

  • NoelleMina
    NoelleMina Member Posts: 638

    I think it depends on the Killer and the player’s playstyle, but for the most part, I agree.

  • MrDardon
    MrDardon Member Posts: 4,044

    I like Ruin/Undying on Twins since Pop is the worst slowdown Perk on them.

    I usually run Corrupt and nothing else or no slowdown at all, but I agree that Ruin/Pop is better and more reliable.

    It cannot be completely destroyed like Ruin/Undying which makes it automatically better.

  • Mr_K
    Mr_K Member Posts: 9,249

    Well,

    Ruin/Undying didn't require the killer do anything for it's benefit. Pop requires you catching someone and kicking a gen.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    So your argument is that Ruin/Undying is better on the significant majority of the killers in DbD?

  • Clueless
    Clueless Member Posts: 340

    When I choose Ruin Undying, It is usually because I have another perk that combos very well with Ruin like Tinkerer or Surveillance.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Ruin undying is more useful in a full hex build with haunted grounds retribution or thrill of the hunt with higher mobility killers

  • chargernick85
    chargernick85 Member Posts: 3,171

    This. I was always against ruin/pop because one had to fail to use the other. If ruin stays up the pop is useless. This was until I finally ran it and realized the damage you can do early game/mid with ruin and have pop for late which is when it shines (2 gens or less). I personally don't feel it has to be just high mobility depending on your skills/style but have greater success. I first ran this combo on Blight and loved it especially since I'm new with him and suck royal ass with the lethal rush hits. I run just ruin with twins and feel undying would be better choice with them nobody get the gens regressing faster with ruin than Gollum.

  • Reinami
    Reinami Member Posts: 5,653

    I can't, because you are correct. The only exception i'd say is nurse but i don't really think that counts because i can run no perks on nurse and still 4k every game.


    I personally use Ruin as early game regression, and pop as late game regression. I see ruin as a better version of corrupt intervention that requires an action from survivors to get rid of. It is really rare that ruin gets cleansed immediately, usually i have time to at least get the totem to stop it from being broken. On some matches it lasts the whole game and is the reason i won the match. On average it probably gets cleansed in 2 minutes or so, but provides far more value than corrupt ever does.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    I'm sorry, but Legion and Oni are not mobile. You're not popping Oni's power to move around the map quickly unless you've already won the trial because that's a massive waste of blood, and Legions potential mobility is worse than old, addonless Wraith. I use their power to get around the map quite a bit, and it's honestly just for memes at this point because it's so not worth it except under very rare and specific circumstances.

    Which leaves Nurse, Spirit, Freddy, Blight, Demo, Billy, and Wraith. Most of them still having the conundrum of having to choose between a chase and kicking a gen.

    Against Trapper, Huntress, Myers, Hag, Doctor, Bubba, Pig, Clown, Legion, Plague, Ghostface, Oni, Deathslinger, Pyramid Head, Twins and Trickster.

    That is 7 Vs 16.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    I think corrupt, ruin and pop are the better combo.

    Corrupt stops the stupid early game where 4 people all spawn on separate gens. Actually allows you to build pressure and get the game in motion, plus big maps still exist.

    Ruin, best regression perk especially when pressuring players. Really can help against those stronger teams but sadly it's a hex.

    Pop, well its not even good tbh but its the most reliable regression perk. Sadly 25% of a gen isn't much due to the chance of 3 gens being worked on not to mention the time carrying,hooking and walking to a gen will cost you progress but hey better than surge with its multiple requirements for 8%

  • Blueberry
    Blueberry Member Posts: 13,671
    edited May 2021

    That's just factually untrue. Ruin/Undying does absolutely nothing for the killer unless they are good at pressuring gens. Bad killers get very little value from Ruin/Undying.

  • TwitchyMike
    TwitchyMike Member Posts: 759
    edited May 2021

    Pop is a nice back up plan just in case ruin gets cleansed.

  • chargernick85
    chargernick85 Member Posts: 3,171

    Ok thanks I will keep that in mind. I also while rushing around the map for mobility attack at the end of my rush even though there are no survivors because it def seems like the cooldown/injection time is shorter. Idk maybe it's all in my head but the process feels that way. Fred is in my top 3 as well never tried ruin/undying/tinkerer with him. BBQ and pop has always been enough but I do have an open perk slot not since disco aint what it used to be.

  • BlueFang
    BlueFang Member Posts: 1,379

    Reject Ruin/Pop, embrace Corrupt Intervention

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Ruin and pop is anti-synergy. Unless ruin is cleansed before your first hook, pop will always give less value compared to if you hadn't ran ruin with it.

    The only reason why anyone has any success with both of them is because they are independently good perks.

    That said, if you're able to get enough value out of pop that having 2 ruins isn't better, then just run pop without ruin and have an additional 3 perks instead of just 2.

    Ruin undying meanwhile actually does have synergy.

    Ruin and pop is less than the sum of it's parts. That sum being really high to begin with doesn't change that.

  • Blueberry
    Blueberry Member Posts: 13,671

    Get rewarded for playing well, as players should on both sides.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Those new survivor perks will make hex perks more unreliable good luck guys I know i will abuse them

  • Itslat3ncy
    Itslat3ncy Member Posts: 353

    Here is the simple answer. Neither one is better than the other and both have up and downsides, it comes down to preference.

    Ruin/Undying is good because you have to find to two totems to take ruin down which is by far the best gen regression perk in game. Also you dont have to waste time kicking a gen and can get to a chase fast. Totems also are somewhat becoming harder to find

    Whilst Ruin/pop you only have one totem to find and then you rely on a fail safe pop. Pop forces you to kick a gen and waste your time which is precious to a killer.

    At the end of the day it comes down to what you feel will help you and your playstyle the best.

  • Mr_K
    Mr_K Member Posts: 9,249

    So, assuming good killers. Ruin Undying doesn't require the killer do anything special to receive the benefit. They don't need to break chase or go out of their way to kick a gen.

    Both builds have ruin. Thus both builds require chasing survivors off gens.

    Take note this is a comparison of two perk builds and not some survivor main saying killer is easy.

  • JimbusCrimbus
    JimbusCrimbus Member Posts: 1,116

    On the flip side - if you NEED both ruin and pop, you're probably as mediocre as an off brand chicken nugget.

  • Blueberry
    Blueberry Member Posts: 13,671

    "So, assuming good killers. Ruin Undying doesn't require the killer do anything special to receive the benefit."

    You're statement was not if it required anything special, you're statement was that it didn't require killers to do anything for its effect. Those mean different things.

    Also I feel like you're downplaying a requirement of map pressure/playing well. That isn't necessarily just what a killer normally would do. Most players are quite bad and don't know how to properly pressure the map and there's players that don't map pressure intentionally, they just tunnel one player out at a time. It further incentitivizes them to play in a more specific (fun for everyone) way.

  • nursewannabe
    nursewannabe Member Posts: 1,075

    Good killers don't play with stacked gen regression/slowdown perks already so the question kinda answers itself 🤷🏻‍♂️

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    I don't really understand why Ruin/Pop is such a good combo. Either you never get to use Pop, or ruin gets destroyed. You'll basically just have 3 perks whatever happens. And that's why I think Ruin/Undying is better. I mean sure, if both Ruin and Undying break, you'll only have 2 perks left. But if no totems get cleansed at all, Ruin/Undying would be more useful.

  • TicTac
    TicTac Member Posts: 2,426

    With the change to moris in the future pop could get less valuable for the last gens. You cant mori when you want to use pop.

  • Mr_K
    Mr_K Member Posts: 9,249

    Consider the context of the OPs question before assigning your own interpretation of my post. Both perk build have ruin. Both builds require the player to be playing in a way best utilizing each build. I did not say one build was braindead compared to the other.

    You are assuming malice where there is none.

  • Blueberry
    Blueberry Member Posts: 13,671
  • Mr_K
    Mr_K Member Posts: 9,249