Should ruin work without a totem?
It feels like one of the better anti gen rush perks but I always seem to have bad luck with totem spawns like literally having them spawn right next to gens so often the survivors find them early on.
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It shouldn’t be a hex perk imo, it should just be a regular perk
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Its effect is too strong to work without a totem, otzdarva made a video comparing the effectiveness of slowdown perks
This video might provide a better idea of how much value ruin can actually provide which is why it should be tied to a totem and risk reward since it provides so much benefit
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That's the whole point of hex perks. Running a strong perk that can be disabled if found. U can always use Hex:Undying too, to make it last longer
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If there is a god, then his greatest action of all was making ruin a hex. Ruin is an ungodly force to be reckoned with against any team with even the slightest ounce of miscommunication or lack of coordination. Not only does it destroy gens that are not actively being worked on, but it provides a secondary slowdown as survivors will literally trade downs just to get it. Ruin is fine as a hex and should stay as a hex.
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It could just be a regular perk, but the regression speed is 50%/75%/100% or 75% at tier 3 if 100% could be too much for a normal perk.
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I wish a weaker version of it was base kit, but what can you do? The game needs to be "balanced." Gen regression after a survivor abandons a gen would just be too OP. Not like they have enough time between the 4 of them to tap it.
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It def would be too strong as a non-hex perk. I kinda wonder what it be like if Hex Perks (except for Haunted Ground) had a secondary effect when broken. Something that triggers when said totem is cleansed, it resolves and then the Perk is fully turned off?
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I think its fine like it is
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Generally speaking, if the killer hooks someone before Ruin is found, he gets a 3 or 4K, so no, it should stay as a hex.
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That's the whole point of Hex perks - high risk, high reward. No, it shouldn't receive a massive buff and no longer be a Hex perk.
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No unless it was only that gens regressed faster after you've kicked them and that should probably just be a different perk.
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They'd be completely screwed if for example there were only 2 survs left with 4 gens to go
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I do believe ruin and ds should be base kit I know many ppl wouldn't like this actually both sides would attack me for this for obvious reason but I really think ruin needs to be base kit in game with so fast gen speed and that ds should be base kit because the game with so many tunelling and camping
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The only reason ruin basekit wouldn't work (basekit as a hex, that is) is that you could end up with six hex totems.
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But if it wasn't like totem but regular thing?
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It can have this strong Effect, which makes it the most effective Slowdown-Perk, because it is a Hex. Saying it should not be tied to a Totem anymore is so wrong.
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That would be stupidly strong, lol. Imagine survivors trying to do gens against a vaguely competent mobility killer like Blight if basekit Ruin was in the game and there was no way to disable it.
It’s a terrible idea. Ruin is already one of the strongest and most commonly used perks in the game, buffing it and making it basekit would be ludicrous.
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What if the effect was very weak after cleansing? Like the gen regresses a bit faster after you kick it? It will not work automatically after cleansing, the killer needs to kick it.
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Good talk.
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That'd be absolutely busted. Tinkerer would be so overpowered on any mobility killer.
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No.
Normal regression when you kick a gen could certainly be buffed in how fast it is if you ask me, but not with the auto-regress effect of Ruin.
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I believe that totem spawns are pretty terrible and you're pretty much required to use Undying if you want a decent shot at getting use out of your hex perk, but I'd say that the Ruin + Undying experiment has proven that having Ruin up all game is really, really annoying and oppressive.
If Ruin were to be made a regular perk, there would have to be a time limit, similar to Corrupt Intervention. This way the value you get out of the perk is limited, but you're at least certain you get any value out of it.
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Would be cool to have an non-totem auto-regress perk, but with something like 75% of the speed.
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It should remain a Hex
Base regression is terrible (the time wasted on kicking gens plus the low amount of regression)
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The whole point of ruin is that it is strong but can be removed. Getting rid of it's weakness would make it ubiquitous in all builds
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Should the best gen regression perk in all of DBD have the limitation of being a hex perk removed?
No thanks.
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