Would you change ruin?
Comments
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It'd be cool if it were a base-kit feature with 150% regression, but that'd wouldn't work in current DbD
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No
The best Gen Regression-Perk as Basekit.
Yikes.
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Yes
I didn't say "basekit". I said to change a hex perk into a non-hex perk.
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No
So, infinite Tier II Ruin throughout every match?
You do realize how literally broken it will become on every single killer with anywhat good mobility, right?
Hexes are removable for a reason.
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Yes
And i've seen survivors powered through ruin. It doesn't mean anything.
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No
Then, I guess, you don't realize how literally broken it will become on every single killer with anywhat good mobility...
If survivors power through Ruin and Ruin doesn't slow anything down, then killer who uses it completely sucks at gen pressure and/or has zero mobility. I already mentioned mobility aspect and as for sucking at gen pressure - that's not the game's problem and not a matter worth changing for everyone. As soon as infinite non-breakable Ruin gets into hands of a viable player it suddenly starts meaning a whole lot as its effect of passive accelerated regression is incredibly strong in the grand scheme of things. Being able to waste opponent's time is the single strongest power in DbD and well-used Ruin wastes a LOT of time. You want it to have this effect with zero drawback (currently present in possibility of it being destroyed), which kinda tells about very one-sided view on the game.
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No
I voted No but I misread the question, I’m actually neutral on whether or not to make Ruin be a non-Hex perk with a lower numerical slowdown effect.
One suggestion I like for Ruin actually is that it not be a Hex totem itself, but that its strength be tied to the number of totems on the map. So if there are 5 totems on the map it runs as full strength, 4 totems it runs as 80% strength, 3 at 60%, etc until if there are no totems on the map Ruin has no effect. This would make he effect less swingy but also be something survivors could still mitigate or eliminate by destroying totems. Also it would give survivors with Boons a somewhat interesting choice - do they bless a totem and leave it in place for Ruin to gain strength from, or do they cleanse the totem to weaken Ruin but not get the blessing?
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Yes
Yeah, when you don't know who you're talking to you shouldn't assume anything to begin with. You might find ruin as not a hex too overwhelming, but thats not the case of everyone.
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No
Not assuming anything, just stating that considering Ruin becoming non-hex as something trivial ("It doesn't mean anything") is clearly a killer-sided view on this perk. Killer not being able to get any use out of active Ruin is always the result of either player's bad ability to pressure gens or the character's inability to traverse through the map fast enough to patrol several gens in a short enough time. If the player can't use perk, they are either bad at using it or they chose wrong character to use it on - that's just straight fact, didn't assume anything there either. Sure, Ruin can be powered through. So can any other perk in the game one way or another. Doesn't mean all of them should be buffed.
It's one thing to find something specific too overwhelming personally (e.g. some people seriously consider Lightborn to be OP when it's clearly not), but there are also some objectively strong perks in this game and Ruin is one of them. One of the main reasons it's considered that, is because it saves time for killer (not having to kick anything) and retracts survivors' gen progress every second they are off-gen (which means if they are on gen, they have to stay on it and can't do anything else w/o losing repair progress for doing so). You propose to make this effect permanent with no drawbacks to balance out such change (you did say change it from 200% to 150%, but it virtually changes nothing). If you don't see a problem with that, it leads to believe that you are not taking both sides of playerbase into account.
What I do assume is that people create polls to see people's views and discuss. I'm giving reasons to why your idea is unbalanced, while you're just keep shrugging it off "I don't think it is" style without backing your point up with any valid arguments. That's not a discussion lol.
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No
At that point just adjust repair speed as a universal constant as that would achieve the same effect.
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No
Ruin of fine as it is. Strong passive regressive that has a risk of getting removed from the game. One of the few good hex perks.
There's plenty of good options for regression that aren't hexes that require the killer to work for it. So I see no need to make ruin a non hex perk.
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Yes
When you say that making ruin lose 50% of speed is not a drawback you clearly lost any form of debate (and lets not talk about your attitude).
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No
Tier II Ruin is still a viable Ruin, because regression is quicker than that of basic kick and you don't even have to kick anything. It's a win-win scenario all around lol. Of course it's not a drawback - you aren't losing or risking anything, there isn't even any cooldown or condition for it to activate, you just have it permanently with zero effort from the start. The only thing you did is lower its effect from one tier to another, it's barely even a nerf. It's the same as if BHVR instead of making DS disappear after doing progressive actions just shortened it's duration by 10 seconds (which btw would not have fixed DS abuse, popular back in the day). Get off you high horse, my dude. If you have an idea and you decided to share it online - be prepared for criticism and protecting your idea with your arguments. You still keep answering me things along the lines of "i said i'm right" instead of at least once saying why you are right and I am wrong. But sure, I'm the one with the wrong attitude here...
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Yes
It is a drawback since the perk has been nerfed to compensate for not being a hex. Maybe you think its still too much... i don't. And you should get off your high horse too. Serioulsy: is it hard to say "i disagree with you it would be too strong especially on high mobility killers" instead of being a prick and implying that i am an idiot by saying that i am "killer sided"? So yeah, meditate a bit on it.
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No
I never said you are an idiot and I never said that you are killer-sided about everything. But your view on this perk and ignorance towards its potential stength does indicate that in this particular case you only see killer-side's problem (oh, they can power through it if I waste too much time doing something else rather than pushing them off gens) and ignore survivor-side's problem (oh, great, all my progress gets lost as soon as I stop genrushing and I literally - with your proposed change - can't do anything about it). Therefore you are not taking into account both sides for such changes and you suggestion does very-very-very heavily benefit killer's side only. How can you say that your opinion on this matter and the suggestion itself is not killer-sided? What?
"i disagree with you it would be too strong especially on high mobility killers" is exactly what I said in my first comment, just in the form of rhetorical question rather than regular sentence. You answered to me that Ruin's effect "doesn't mean anything" 'cause survivors might "power through" it. In response, I said why this "powering through" can happen (bad gen pressure and/or bad mobility) and expained why Ruin being or not being breakable does mean a lot, pointing out its strength at any Tier (because it's main purpose of saving killer's time and wasting survivor's time is present even in Tier I) and it's exactly why simply putting it from losable Tier III to perma Tier II is not even a drawback (as the tradeoff of making it completely unbreakable turns this "nerf" into a large "buff"). You answered me again, now accusing me of "assuming" something about you and basically stated that Ruin's strength is not objective, rather subjective (again, with zero arguments to back this opinion up). In response, I pointed out why its strength is, in fact, objective as it affects players all the same no matter the skill level and playtime (therefore lowering it by 50% max doesn't change effectively anything). And you responded to it by stating that I "lost any form of debate" (despite me being the only one of us presenting any arguments to prove my point) and implying that my attitude is somehow bad. Really? Pointing out flaws in one's opinion and giving another perspective is a sign of bad attitude? Since when?
And still, even now, in this fourth answer to me, you didn't bother explaining why your idea is valid and why it might be a change that's good for the game. Your only argument is "well, it's a good change because I think it's a good change". And as soon as someone else says "no, I don't think it's a good change - here's why" you either not enter in conversation with them at all or (in my case) you get all offended by those words and refuse to provide any counter-arguments. You are being childish for no reason whatsoever.
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Yes
I already told you time and time again that taking ruin from 200% to 150% is not negligible as a nerf... you're as much stubborn and ignorant as you pretend me to be.
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No
Yet again you aren't even bothering to present at least one proof to why it's "not negligible as a nerf". Your answers are laughable and your inability to actually take into account what you are responding to is admirable. I see no point in writing the same arguments fourth time in a row when you clearly think that your opinion can't possibly be wrong and any other opinion isn't even worth reading. Have a good day, sir :)
(or ma'am i dunno)
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Yes
100% gen regression speed: 320 seconds for a full gen to regress. 200% gen regression speed: 160 seconds. 150% gen regression speed: 240 seconds. That's why i think its not negligible as a nerf. Have a nice day.
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No
Not like this.
I want my Old Ruin back.
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No
I think it's fine. It's a good pressure perk.
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No
Ruin, at this current point in time, doesn't need any sort of changes. It does it's job and it does it pretty well.
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Yes
The current problem is that it gives too much value, while also providing key intel.
In my opinion, you can balance the perk by simply making it so that it only effects Gens that have been idle for 3-5 seconds. Seeing the gen fizzle won't alert the killer that a survivor immediately stopped working on it, while survivors can shave some time off of the regression and juggle it more effectively with a coordinated team.
I think it can also go down to 100/125/150% regression and still stay strong.
To counterbalance the nerf - the game can have a very, very subtle passive regression that causes gens that have been idle for 30 seconds to regress extremely slowly, which will allow killers to better maintain momentum without punishing coordinated or high skill teams.
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Yes
Hex: Ruin is a wild-card perk. meaning it can be too easy to destroy in high ranks and too difficult on certain maps, at other ranks.
Changes that COULD work... maybe.
- Speed penalty to engine repair. reduction of repair speed by 15%
- 2.5x time required to cleanse. But cleanse progress is not lost (like with item chests).
- Increase the audible sound of "burning" and illumination of the lit totem.
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