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Am I the only one that dislikes ruin?

Like I genuinely dislike it not because i'm a survivor player and it's too strong, but I'm a killer player and I think it's useless 99% of the time when I use it. Anytime I use ruin it either A. spawns within 50 feet of the survivors and it's gone in 30 seconds or B. they touch a gen to test it and then it's gone a minute later.


I rarely ever get value out of the perk which I honestly never understood why people saw it as "meta" I genuinely think pop or call of brine is better. Yes you have to waste time kicking the gen, but at least they can't magically spawn next to said perks and remove them completely from the game as it seems to happen every time to me whenever I use ruin. (Yes ruin with undying is a thing but if I have to use a perk, just to get value out of another perk, it's really the combo that's strong and not even the perk itself).


On another note, I don't think survivors should spawn within 50 meters of any hex... or something like that because something needs to be done about bringing a hex totem just to have it gone within 30 seconds of the game starting.

Comments

  • DEMONANCE
    DEMONANCE Member Posts: 800

    that's not a ruin problem that's a hex problem ruin is the strongest regression perk in the game and the release of undying made ruin a pretty popular and somewhat reliable perk again. but you can still have unlucky games where both hexes disappear in seconds which is a risk you have to take if you want ruin as your gen perk.

  • Remedicist
    Remedicist Member Posts: 1,096

    Ruin gets its value from killers that can constantly apply pressure to many survivors quickly through quick downs and such. My problem with most hex perks in general is that their usefulness can end immediately at the beginning of the match which is a horrible feeling. This is why my favorite hex perks are Plaything and Pentimento as they are more dynamic and gain their value throughout the match.

  • Xendritch
    Xendritch Member Posts: 1,842

    I've converted to brine + dragon's grip over ruin because they can't destroy brine and they can't touch the gen for at least 30 seconds unless they wanna be exposed so the gets me a lot of regression. I don't know that I could ever go back to ruin now it feels too risky even with undying.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    The perk is ok? they've just released more perks that overshadow it

  • MrDardon
    MrDardon Member Posts: 4,032

    You'd almost need the Ruin/Undying combo to get some value.

    Personally, I'd stick with Surge for Autoregression or even Oppression (to some extent)

  • TheArbiter
    TheArbiter Member Posts: 2,612

    I rarely run hex perks as I don't like the idea of a perk being controlled by survivor actions.

  • Crowman
    Crowman Member Posts: 9,513

    I don't like ruin just like I don't like hexes. I'd rather bring perks that aren't dependent on my opponents not removing it from the match.

    However, if you keep it up, it's the strongest regression perk in the game. But we also have access to not quite as strong as ruin, but more consistently good regression perks so you have alternatives to it.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    Yes, the only one, no one else ever before you ever disliked Ruin. You're the Chosen One.

  • HexPleaseLetMeSpeak
    HexPleaseLetMeSpeak Member Posts: 276

    I tried using dragon's grip. Idk what's wrong with it but it seems like half the time it doesn't work. I kick gen, it activates, someone touches it within 30 seconds but nothing happens. No scream, no exposed effect. idek anymore with that perk. I just run brine + pop or surge + pop

  • TunnelVision
    TunnelVision Member Posts: 1,375

    Ruin is utterly pointless.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    I dont like it either, while the strongest regression in the game the perk is a gamble, it can win you the match because the totem never gets found or it can be snuffed in the first 30 seconds leaving you with 3 perks. If you like reliability Ruin is not a good perk, if you want taking risks for a chance of greater rewards then Ruin is exactly what you need.

    Plus it doesnt work that well with low mobility Killers, if dont play gotta-go-fast or teleporting Killers Ruin loses a lot of efectieness.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,027

    If you don't apply pressure ur gonna get no value, that's why I think it's a really balanced perk. Hope it's not changes much

  • dugman
    dugman Member Posts: 9,713

    Ruin isn’t the strongest slowdown perk overall any more but it’s still ok. Other perks being better didn’t make Ruin itself worse, it’s still the exact perk it was before Scourge Hook Pain Resonance was added for instance.

    In terms of how good Ruin is, it’s obviously susceptible to being destroyed but when it’s not destroyed quickly it can deliver a ton of slowdown assuming you are pressuring survivors off gens efficiently. I think the perk works best on the killers with really good map mobility since they’re the ones that can really go and chase people off gens map wide and juggle chasing multiple survivors. So killers like Legion, Dredge, Sadako, Blight, Hillbilly, Freddy, etc, anybody that can pop around between gens across a wide area to keep survivors from being able to push through and finish them in one go. Also having that sort of mobility helps you possibly protect your Ruin totem if you want.

  • DrDeepwound
    DrDeepwound Member Posts: 2,557
    edited June 2022

    I despise all hex perks, ruin especially. I often play with very little gen slowdown, I refuse to force my builds to center around genslowdown especially a hex that is often found moments into a match. I'd rather get better at pressuring the fast genrush instead or just lose. I will not rely on a perk.

    Not gonna run ruin.

  • Plsfix369
    Plsfix369 Member Posts: 566

    It depends on your build; if used alone, it's practically useless, but when added to a build with a specific use in mind, it can be extremely powerful. I use it for my full hex pentimento build, and survivor takes 5-8 minutes just to cleanse all my totems, and I would still have 4-5 gens left, and they're on 3-4 hooks already.

  • StarLost
    StarLost Member Posts: 8,077

    It's still an amazing perk - it's effect is crazy powerful, offset by it's unreliability. It works extremely well with killers that can innately defend totems well, either directly (Hag, Trapper, PH) or indirectly (Demo, Dredge, Onryo).

    I generally don't like hexes aside from Plaything, Penti and Devour - but there's a reason why you still see it so often in games from intermediate to ultra high MMR.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469

    I used to think it was good, but now I've come to realize that hex perks are unreliable, they could last 30 seconds or the whole game. So I don't use them anymore, I just stick with pain res and dead mans switch and bbq with something else depending on the killer, but all 3 of those are getting changes so I'm curious to see what my new standard perks will be.

  • StarLost
    StarLost Member Posts: 8,077

    Deadlock and PR have an anti-synergy. I'd go PR/DMS and throw in some info perks.

  • Sepex
    Sepex Member Posts: 1,451

    I just stick with Resonance and Jolt together. Let the hooks and M1's do the work for me. So tired of kicking gens.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Ruin can either cleansed in 2min into the match.

    Or a free hook stage because other survivors have to commit their Gen to complete before unhook.

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    I think all Hex perks are pretty much useless except against brand new survivors. I never use them because of how terribly unreliable they are. The totem spawns are usually terrible, and experienced survivors have no problems finding them. BHVR needs to really think about how to rework these so they’re actually worth using at higher levels.

  • steponmeadiris
    steponmeadiris Member Posts: 225

    I tend to stay away from Hex perks in general, as it's way too RNG-based for me. I just don't like the idea of wasting a perk slot because my totem got cleansed before I could even cross to the other side of the map and check on it.

  • StarLost
    StarLost Member Posts: 8,077
    edited June 2022

    Eh, each to their own I guess. If it works for you, go nuts.

    I'd go something like Discordance, PR, DMS, Devour. Deadlock feels a little redundant with DMS in play, and I'd prefer some more info and lethality to ensure that I can provide sufficient pressure as well as slowing the game down.

    I'd disagree.

    I see Ruin at even the highest levels of play - it sometimes gets cleansed super early, but it can also get people running around to make it easier to find them/get them off gens.

    Plus, some combos like Plaything/Penti or Devour+Ruin+Retribution+Penti are incredible on any roaming/snowball killer. Plague makes fantastic use of that setup, as does Demo, Hag, Cenobite, Dredge, Nurse and others.

  • StarLost
    StarLost Member Posts: 8,077

    Yeah, different styles. I'm extremely aggressive, so I like the bare minimum in terms of regression (Surge, PR, DMS) that works without me having to futz with gens, and then I dedicate as many spots to info and lethality as possible.

    Discordance is likely my favorite perk in the game. It'll almost always give me the location of 2+ survivors immediately, and - especially as the number of gens are reduced - gives me more and more as the game goes on. There's nothing quite like lining up a triple bird volley into a Discordance gen over the map and injuring multiple survivors with Artist's purple addon that allows birbs to chain, as well as shoving them off the gen for DMS to block.

  • ArchAbhor
    ArchAbhor Member Posts: 847

    I'm of the party that thinks hexs are only good for meme builds. They are poo