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Hex: Ruin Is seriously a useless perk
Yes I said it and you probably thinking " Oh this guy is crazy or he doesn't know how to use that perk well. The reason why I say this perk is just useless is because of the fact it keeps getting knocked out so fast and I'm like can I get some hooks first before it gets cleansed. From what I noticed the totem RNG is just terrible. My Ruin keeps spawning next to a gen, out in the open, and next to survivors. You might also say " Just run undying you'd be fine". I don't normally run undying because it also gets knocked out fast plus I don't want to just have 2 or one perks left to work with. At this point I think I'm just going to start running pop and corrupt and oppression because I'm tired of my totems getting cleansed as soon as the game just gets started. I think we need more stronger gen regression perks.
Comments
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You can say that about every hex perk. But no, it isn't a useless perk.
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that's why I don't use hex perks much. I try to run good builds that I can use the whole match.
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If the Perk would be useless, I would not see it in over 70% of my Survivor-games.
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*RPD totem spawns join the chat*
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I agree with the fact that hexes have a serious problem when it comes to their spawn locations. I've honestly lost count myself of how many times my Ruin has been cleansed before I even get a chance to try and defend it. I think there are plenty of ways to prevent totems from being cleansed too early, such as having the entity block all totems for the first 60 seconds of a match. That would give the killer a chance at deciding whether they want to defend it or not and without too much punishment to the survivor side as they can always come back to the totem later if it's unprotected.
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Hex perks are temporary buffs and automatically garbage.
You either agree or disagree.
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You get lucky with the placement or you get lucky that you have dimwitted survivors that can't find it. That's the dice you roll when you bring hex perks.
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yeah I can't even find totems anywhere there lol.
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I mean in my opinion, Hex perks are worthless. Why would I take a perk that is going to be deleted instantly at high MMR? Shadowborn has more instrinsic value.
Shout Out to Haunted Grounds, Retribution & Plaything though for being actual fun and good perks which have consequences for cleansing though.
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If a hex that affects the game stays up, it's neat. If it doesn't, that's a typical game against even mediocre survivors. If you, as a survivor, have a hex that stays up, you're obviously lesser than mediocre - but the exception is Ruin.
There's no real reason to remove ruin, because all a survivor has to do is be on the gen. You, as the killer, can't realistically pressure 4 survivors at once, so - assuming the survivors are good at their role - they'll be glued to the gens. Ruin is largely useless even if it never gets broken. Survivors who say it actually impacts their games are either below that 'mediocre' level mentioned earlier, or are facing killers far more skilled than they are.
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@Aven_Fallen Im not talking about the amount of times killers bring it to the game its the fact that it keeps getting knocked out fairly easily at the beginning of the match which makes it seem to me being useless.
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I mean, if it would happen as often as Killer players claim, they would not bring Ruin. Since Ruin exists (even in its initial form), players complained about it being gone in 20 seconds. However, they keep running it, so it is safe to assume that they are exaggerating.
If it would really be gone that fast that it becomes useless, it would be used far less.
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It really depends on which killer you use it. For killers without pressure its useless for others its not that bad. But if we are talking about ruin alone without undying.. not really worth it.
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Ultimately I don't like hexes, because of how All or Nothing they tend to be. If hex perks gave some kind of minor benefit to running besides the hex effect, I could justify trying to run them. But the risk of being down a perk early into the game as a killer just isn't worth the gamble for me.
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It feels rewarding when I get 5 tokens on devour which I don't use often.
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I think totem spawns in general are an issue. Survivors spawning right next to them, having them right next to generators, or just out in the open/not hidden at all. It would be nice if it at least couldn't be cleansed before the killer can even cross the map to get to it.
I also had a match a few days ago where I could visibly see a hex (as a survivor) during the opening camera pan when the game started. How is this still allowed to exist?
And as much as I hate RPD, at least when I get that map I have a better chance of my hex staying up longer than 30s lol.
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Not sure why its use rate is still that high. It really does baffle me, with how quick it goes down and how boons are now an extra incentive to go for totems.
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A tragic end to what was once my favorite perk in the game.
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It's still a great perk!!
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Are people only now realizing how useless hex perks are? They are not some god perk, they are extremely easy to counter. Bless totems makes it even less sense to run the perks.
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It may last longer than you think on average, maybe. 🤷♂️ The problem with relying on off-hand memories of your own games is we tend to remember the games that were really frustrating or really exciting and forget the "average" games. So you'll remember those times your Ruin got cleansed in the first 20 seconds because it ticked you off, but you might not remember those other games where Ruin last a while but its impact wasn't the exciting part of the game so you never really noticed how long it stayed up one way or another.
Unfortunately I have no objective data on how long Ruin stays up in games. It would be an interesting stat though. (Probably would have to cull through a bunch of streamed games somewhere, look for Ruin and measure the times before they were cleansed.)
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It's not useless but it definitely isn't that good anymore. People just know where totems spawns and there is no way for them to come back.
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I was a new player a few months before it got nerfed. And I will say it helped me learn great skill checks.
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I liked its effect. It could have been reworked into something twice as powerful, and I still would rather have its old version.
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For one day I would like to use it with old undying.
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The fact that Ruin is so powerful if their spawn RNG is right, makes me using Small game all the time just to dedicate getting rid of Ruin as soon as possible.
But note that if it takes me a min on Ruin means you already benefit "the 6th Gen"
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