I Don't understand the GENERAL hate towards ruin/undying
on higher mobility killers , sure i can see an argument for it.
but not only was undying nerfed one month into it's existence but killer's without MOVEMENT abilites like : ThiccHead , Hug , Pyramid schemes , Nemisus (idk how effective their zombies are at getting people off gens) , IrishSlinger , [Redacted as per Netfix's request] etc.
if it's an issue with it making the endgame more of a pain here's a solution : Run Deja vu and do your best not to 3 gen yourselves sevenheads until you break the habit. Or alternatively you could AGRESSIVELY co-op gens - hide close to the gen and wait until the killer chases your buddy to immediately hop back on the M1 simulator.
change how you approach a situation to deal with the perk rather than asking for a perk to be changed to deal with your stubbornness
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its only hated cause its used so often. I can understand going against it so often is frusturating. but at least its not old undying. on s rank killers i think its a little overkill but. strong perks make it easier to play thats why you see ruin.undying,tinkerer, (add other gen perk here) . deadhard,ds,borrowed,unbreakable
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Survivor asking for Nerf instead of learning is not surprising by now. Old ruin's timing was so 'hard' it got changed to what it is and people are still complaining lmao.
Do totems my dudes.
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I dont really hate Ruin Undying. Yeah it's kinda boring but I can also counter it in solo play and it doesn't feel overbearing unless it's on a Spirit or something, but then that's a Spirit issue.
However, the moment Tinkerer is used in combination is when it goes from "this is fine" to "bhvr what the #########" because Tinkerer is easily one of the worst designed perks in the game and stamps all over solos whenever while having a lot less effect vs coordinated SWFs. That's the truly problematic perk of the combo, and it's not like it's any better when combined with PGTW either.
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The only issue with RuinDying is Tinkerer. I'm fine with RuinDying Blights, but adding Tinkerer to top it off is overkill.
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I tried Undying Ruin and it just seems to gave me wins I really didn't think I deserved. How can I moan about survivor meta-perks when we have that?
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The craziest part to me is how there are several perks that can let you find and destroy totems pretty efficiently. For two perks that can put you at literally 2 perks if destroyed, it's pretty amazing these two perks that people make you believe are in literally every game, you'd figure they'd stop running the meta to deal with them. I'll always tell people the same thing, if you don't like gen regression, admit there's a problem so the developers fix it.
I think that Ruin/Undying helps you beat survivors you would've beaten anyway, or it stops survivors who really shouldn't win against you from winning. 4 bad survivors spreading on gens can still beat a really good killer on so many large maps, but a good killer can use Ruin/Undying to apply relatively enough pressure to prevent this. If you're not knowledgeable or capable of ending chases quickly enough or you don't know the basics of split pressure then Ruin/Undying won't help you.
I think Ruin/Undying does overall reward mediocre killers and helps them do better against mediocre survivors, but it's not really the case at high skill at all. I guess that's the case for most balance.
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Don’t worry about what others think. If I played on PC, I would just turn end game chat off. 90% of it is negative and it seems to bother people, so it’s not worth keeping it on. Just run what you want.
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Honestly I don't really care much about just ruin/undying, its just when Tinkerer is added that it becomes a bit annoying. Scott put it best in his video about it as to why its annoying, where killers stop playing to chase and just constantly go return to gens as soon as tinkerer procs. Games last like 4x longer than they need to, and it just can be such a grind to get thru.
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One survivor with one perk or even just a map is enough to completely shut down every hex perk in the game. It blows my mind to see so many people ######### about ruin/undying yet never use the several anti-totem perks or even a map alone.
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Imagine still complaining about ruin/undying... do bones people!!
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Counterforce , detective's hunch and small game want to know your location
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I always run small game and break hex totems!! Great perk.
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Equipping a hex to protect another hex because your concerned the first one won't be hidden well enough 🤣
Just seems like a wasted perk slot for a combo that only does the work of one perk.
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100% agree.
When Undying dropped, I also said that they should nerf Tinkerer because this is the problematic Perk of the Combo. But I knew that they would nerf Undying, because they recently buffed Tinkerer and wont nerf it again and Ruin was reworked, so also no high possibility for a Nerf.
Like, just Ruin and old Undying meant to cleanse up to 5 Totems in a Trial to get rid of Ruin, however, you at least had the choice to ignore Ruin and just do Gens with the risk that the Killer might find you at a Gen and your Progress is gone. But with Tinkerer, this was not a Risk, it was guaranteed that you will be forced off the Gen, unless you play against a Killer with low Mobility on Red Forest and get lucky with the distance.
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All you need to do is read any NOED discussion to figure out the reason why. Survivors hate doing anything that isn't a gen, bro. That's just facts.
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Agree with tinkerer being the issue. The notification triggering unlimited times just makes it obnoxious on high mobility killers with ruin. One notification per gen should be all you need. I haven't used ruin with undying but I've used ruin + tinkerer and got good totem spots at which point my perks where doing more of the work than I was*
*Obligatory mention that survivors also get carried by perks just because that's how this forum is
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Easy fix would be to give Tinkerer a cooldown. 30-60 seconds so it doesn’t proc so often?
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Once per generator.
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I would understand the hate against Undying before it was nerfed and I was against this combo. But now, there is no reason to hate any perk in the game. Ruin + Undying are just two glowing totems, which produce the cracking sound. Find them.
But no, we, survivors, want to hold M1 on a gen. Guess what! You can hold m1 on totems too!
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That was another suggestion I made in a thread a couple weeks back. Devs like cooldowns more though.
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I just view the killers running it as really insecure in their own skill who don’t think they can win without their perks.
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The hate comes from the unwillingness to adapt to the old Undying and the ignorance to notice how weak the new Undying is.
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You think you dont deserve those win but you apply pressure for the perk to do the work so you deserve it and its not like those perk last all game most of the time after 2 minute they are gone.
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I am sure, Nancy, you are not one of those survivors who feel really insecure and runs Dead Hard or Sprint Burst. You are confident in your chasing skills and probably run some totem-finding perks to help your teammates!
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I’ve been rocking head on and blast mine with qnq and ds and it’s been hilarious so far.
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I agree.
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actually old ruin sucked and only stomped less experienced players while more experience players where barely affected by it
but complaints about new ruin feels way more petty since devs keep throwing out anti totem perks and people still insist on not running them.
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People hate it for the same reason they hate things like Dead Hard. It erases your progress on the objective. Since survivors only have the one objective, they tend to feel it more than a killer might feel it from dead hard. Unfortunately, ruin/undying is necessary in the current sandbox until something is done to address how fast gens can fly in the early game.
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Ruin/Undying allows a killer who would otherwise lose in under 10 minutes to win a game in 30 minutes.
Its incredibly boring to see a game stretched out 3x in length, not because of a players' skill, but because of an effortless perk combo.
Survivors feel like they are losing to the game, rather than the killer, and that is the most unstatisfying way to go.
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Ruin undying is easy to counter. The devs gives u plenty of perks to counter it. Ruin undying is very weak. U usually spawn right in front of a totem anyway.
It's another example of entitled survivors.
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But that's the killer's goal... to make the game as long as possible (forgive my long post I tend to go on tangents)
When Tinkerer procs that means that gen is almost done... and to some killers that's more important then getting a down
Plus this "meta" was a counter to the old DS/Unbreackable builds that the survivors ran... and there might be multiple survivors on that gen so instead of trying to down 1 survivor they go after a gen that's almost done and possibly 2 (or 3) survivors
and now the killers have what survivors hate the most... gamestall with Ruin/Undying (and Tinkerer)
Ruin: has the most regression in the game (and does make survivor check to see if the killer is running it so Surveillance makes sense as well)
Undying: makes it so instead of 1 totem that needs to be cleansed it's 2 (instead of all 5... but then NOED says hi so yes all 5 totems need to be cleansed)
And Tinkerer: procs when a gen is at 70% done granting Undectable for a whole 16 seconds also a loud noise notification will play (Spine chill still works against Undectable)
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Hell no! That's a ludicrous restriction. You can aura read with BBQ a total of 8 times, you can have discordance unlimited times. You have unlimited procs of infectious. Tinkerer being limited to 5 times per match is just horrific. Bitter murmur would arguably give more value. How about we make all killers viable for high-level play before we go around nerfing killer perks because they feel bad for some? "A gen is about to be done" is no where near as useful as you think.
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Tinkerer is also stronger than every perk you mentioned.
"A gen is about to be done" is no where near as useful as you think.
I'm sorry I played ~100 matches as double range Ruin/Undying/Tinkerer Nurse, Freddy, and MDR/Yakuyoke Spirit. Do forgive me for speaking from experience because the perk is complete bullshit solo stomp.
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Hated because strong. Strong meansbusef a lot.
Used a lot means boring.
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I stopped running ruin/undying a long time ago. Every match it would get destroyed after about 2 minutes, with the totems often spawning right next to gens. Meanwhile, whenever I go up against it as survivor then totems are always in super hard to find hiding places
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I dont think tinkerer is stronger then the perk he said because tinkerer is only good with ruin meanwhile all the other perk are good with anything. By itself tinkerer is not that strong but with ruin that perk is really good. With that i exclude bitter murmur lol
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Sucked so much hence it was Nerfed :^)
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I'll take Infectious and Discordance over Tinkerer any day. I prefer proactive play rather than reactive. Tinkerer is good, but the problem it represents is exaggerated, especially relative to other combos in the game. Could it be looked at in the future if the devs decide to make the perfectly balanced game? Sure, but not before the laundry list of other issues.
Also, solo queue shouldn't be the standard of balance. The devs should just add voice chat in game already, and balance around comms. Just bite the bullet already devs. We've been playing 2 games in one queue for too long.
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Tinkerer and everyone using all 3 all the time with no variation.
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They take up spots for prove thyself and spine chill 🤣🤣🤣🤣🤣
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Make more perks non stackable.
You can have "X" but you can't have "Y" with it.
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I could say the same about D.S, oh you can't dodge a hatchet so here have a effortless save your ass from being hooked perk.
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It's boring, we've seen it a million times, and it allows a killer to make several huge mistakes and still not lose any pressure.
Even Dead Hard at least needs to be timed and can only be used once in a chase. Ruin/Undying is just equip and forget while buffing literally any Killer on the roster by a significant amount.
The queues speak for themselves on the current state of killer perks and how easy it is for an unskilled Killer to control the game when you throw on multiple slowdowns.
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Ruin undying is nowhere near as powerful as survivor perks. Dead hard and unbreakable have no counters whatsoever; ruin undying can be removed.
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This. A good survivor can absolutely destroy your pressure by a well-timed Dead Hard at a loop. Oh, you thought you caught up? Nope - here’s a dash of invincibility to the next pallet which you can either break, allowing the survivor to make it to another strong loop… or you can leave it and let the survivor continue looping you around the pallet. Either way you’ve probably spent about 40 seconds in chase by now so enjoy 2-3 gens popping by the time you down + hook or leave the survivor.
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"Just do bones."
Another slogan parroted by people who don't realize this is inconsequential to the survivors that actually scare paranoid killers. Once again, this issue crushes solos who are not equipped for the same garbage every time. It's silly to expect people to always run a totem perk because of how killers are terrified of losing. I want to play different builds, and I'm completely bored of running totem perks when there are so many other perks to play with. And I cannot expect my teammates to feel responsible enough to do totem work in solo queue, that's not how it works. But, it's as others said, Ruin Undying itself isn't the issue, it's with Tinkerer that it becomes obnoxious and carries idiots way too much.
Killers should learn to wean themselves off slowdown, IMO. Or start using less if they're with characters they play less. I'm learning trickster and I'm sticking to Corrupt and Pop. Corrupt to make awful maps less awful, and Pop to reward me for getting better at the killer. And, surprise surprise, it's usually more than enough. But, as always, people are just downright terrified of losing as Killer, so they'll go overkill each time and whine when it doesn't work, calling the other side entitled or Overpowered. ######### please, you ran Ruin/Undying/Tinkerer Blight on McMillan and still lost. Unless it was a comp team or it was your third ever game as the killer, you probably aren't that good.
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Because Ruin is a massively lazy perk that requires zero effort. Just like Dead Hard is a massively lazy perk as well that gives survivors a free escape.
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Simple: You can literally lose both within the first 16 seconds of a game unlike survivor perks.
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While Ruin means the killer can skip kicking gens, it'll do nothing if the killer is creating no pressure to get survivors off of gens. Not to mention it's a perk survivors can just remove from the match.
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