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Ruin disabling itself might be fair?

AcelynnBen
AcelynnBen Member Posts: 1,012

you know maybe it was the right move but again im sitting here thinking isn't the whole point of hex perks is to punish people who don't wanna do bones?

i had a demo game where i pressured the hell out of the gens against 3 with ruin (level 1) and it wasn't even hidden it was just in the open and they ran by it so many times

but again isn't that its job?

its like giving survivors even more chances, and just going like, well congratulations you killed one survivor now lose the damn game

it just feel kinda dumb, like imagine building devour and protecting it with your life just for you to use it once and it just disables itself, that would make it useless wouldn't it

well its the same case for ruin, either make it disable itself and keep the current stats or the opposite, making both changes...well you might as well just delete it

and honestly it wasn't even that strong unless you pressured gens survivors could just ignore it, and with prove thyself untouched gen rushing is gonna be a bigger problem since u have no idea if the survivor has it or hell if all of them could be running it

if feel like this whole patch is just gonna kill the fun for soloQ players, because there was no effort to even nerf SWF

and also mostly lower tier killer used it because they can't cover every gen, higher tier killer didn't even bother with it

i dunno a hex should never disable itself by any means this just feels very unnecessary but who knows

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Here is what would be fair about that nerf.

    Ruin is no longer a hex. That is the ONLY way this perk might be sometimes played. Since it will disable itself anyway after sometime, there is no need for Hex to exist since the effect of regression is very slow.

  • AcelynnBen
    AcelynnBen Member Posts: 1,012
  • AcelynnBen
    AcelynnBen Member Posts: 1,012

    that might work tbh

  • dugman
    dugman Member Posts: 9,713

    Right, Haunted Grounds is another example. I just wanted to give a different example that doesn’t require the survivors to accidentally trigger a trap.

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited June 2022

    That will make survivors rush Gen alot harder. At least 2 on a Gen. As a survivor, you never want to leave Gen when it regress itself equal to your repair speed.

    Small game is my main perk, finding Ruin isnt much problem to me. But it should not just disable.

  • Norhc
    Norhc Member Posts: 575
    edited June 2022

    Nothing about the Ruin changes make sense. It feels like they decided to redesign that perk purely for the sake of casual players playing DBD a few days per season.

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    If the Ruin nerf was "fair" CoH would deactivate after so many heals have been given.

  • Mozic
    Mozic Member Posts: 601

    It seems pretty fair to me - if you're early enough in the game to be losing a lot of ruin value by having it deactivate after your first kill, you're already in a pretty good position. If you want to keep that value longer, spread out your hook states.

    And having the hex deactivate also opens up a dull totem for use with Plaything, Undying, or NOED - assuming you're doing something goofy with your build or there's a lot of cleansed dulls.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    It becomes an issue when you get really good RNG with your totem spawn and gen layout. This is more of a top level play nerf to Ruin. You pretty much can't lose the game as a killer if your totem spawns in a fairly tight 3 or 4 gen and you camp a hook near the totem.

  • Darkest_Night
    Darkest_Night Member Posts: 151

    Rip the new hag players

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Nobody's gonna run it with 100% regression, so it really doesn't matter.

  • RenRen
    RenRen Member Posts: 1,443

    I don't think ruin is gonna be used at all. It regresses at 100% which is REALLY slow, it's still a hex so it can be destroyed, and it deactivates if someone dies? I feel like they nerfed some of the meta perks just for the sake of removing them from the meta and not actually balancing them.

  • Blueberry
    Blueberry Member Posts: 13,671

    For how trash it is now it doesn't need to be a hex anymore.

  • Annso_x
    Annso_x Member Posts: 1,611

    Honestly I would be fine with Ruin disabling itself if it wasn't a hex anymore, it would even encourage to not tunnel to keep active as long as possible, if it wasn't a Hex constant regression would be op, but the new regression isn't strong enough for it to stay a Hex tbh, both the desactivation and the Hex effect is overkill.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    This will make survivors gens harder. And Adrenaline will up to meta. And perk has strong effect to not being hex.

    Ruin nerfed so hard and at least one of the nerfs needs to go. But no, it should never be normal perk.

  • mischiefmanaged
    mischiefmanaged Member, Alpha Surveyor Posts: 374

    If you take someone out of the game and Ruin is still active, you've already won. This won't affect the perk at all.

    The nerf in regression speed will make it less attractive but that's about it.

    Having it so that the only way to deactivate Ruin is by having someone die would make the perk so unbelievably strong it would be run every match and have killers win every match.

    The only way I can see this affecting anything is if you're hard facecamping and so everyone is sitting on gens and you're not distributing any pressure on generators. In which case, Ruin does nothing, it deactivates by itself, and there will only be 1-2 gens left by that time.

  • WeenieDog
    WeenieDog Member Posts: 2,184
    edited June 2022

    I get the thinking behind it, but more often then not, it's popping way before anyone is dying.

    Though it does alleviate (even if it's barely anything) situations where a survivor immediately drops themselves on first hook and now 3 have to power through 5 or so gens.

    Overall, if the changes and killer buffs show as truly meaningful, ruin can stay dead for all I care.

  • HexPleaseLetMeSpeak
    HexPleaseLetMeSpeak Member Posts: 276

    " a bit weak " bro this new ruin is literally the worst perk in the game. and I genuinely believe that.


    You get garbage 100% base regression speed (which is literally nothing it's 1/4 the survivor's repair speed, so you make literally no progress on regression with it) AND it's still a hex so you basically just lose it within 30 seconds if survivors spawn near it still (which they will since they aren't fixing hex totems) AND on top of THAT if you simply are good at the game and do your job by getting a kill it goes away. LMAO.


    Ruin is completely dead and no one will ever use it again. So I guess congrats BHVR they completed their task of wanting people to use it less, because jesus it's awful.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    First, I think the change with ruin turning off after the first kill is quite ok. I had a couple of games were I was actively looking for ruin the whole game and just couldn't find it, and once one survivor went down, it was basically gg because we couldn't stay on gens long enough to finish them; so that part it kinda fair.

    I am less happy with the massive reduction in ruins numbers, I know, they want to shake it up, but 100% regression just doesn't cut it for a Hex perk that could be gone 20s into the match AND now has a timer.

    I would prefer it if Hex Totems would basekit spawn in 1min into the match, while already affecting the game. This way they could very well spawn all over the map, a killer would get a guranteed effect, and if the survivors somehow cleansed or booned all totems before the 1min mark, they effectively disabled the killers hexes. This way its always up to the survivors if they ignore bones, do bones, boon or cleanse for Inner Healing/Overzealous, and still there is much more going on then currently.

  • Falkner09
    Falkner09 Member Posts: 375

    I haven't used Ruin in ages, But It's fascinating how Ruin's history shows the devs' inconsistent standards for killers and survivors.

    The original Ruin made gen progress slower until it was cleansed, unless the survivors were good at great skill checks. the devs reworked it because, as we were told, it helped the killer without requiring any input from them.

    yet, doing gens required even less input from survivors to begin with. they spawn within 20 feet of a gen at max, there are tall flashing lights that assist them with finding gens from a great distance, and fixing one requires only that they hold R1 for 80 seconds while receiving only occasional "skill" checks that require little skill while they're able to look around in 360 degrees while hearing the TR that require no input to hear either.

    meanwhile, the killer has to hunt down his objective, hoping that the survivors deliberately leave bright scratch marks despite hearing him coming. and then he has to chase the objective down in chases that are more difficult than survivors like to admit.

    but Ruin got its nerf to require more killer effort anyway. ok. fine. yet here we are quite some time later, and Ruin is getting a nerf again. But this time, it's being nerfed so that even though the killer still has to aggressively give input by chasing 4 survivors at a time, at multiple places on the map, he now gets less benefit from doing so due to the regression decrease. And even IF he achieves this, AND manages to keep the hex totem up, which is now more difficult with survivors addicted to Boons, even then, He still gets punished BECAUSE he gave input, as the perk is straight up deleted once he defeats one survivor. and this is true even if the other survivors abandon them on first hook, btw. giving the SWFs incentive to do so in some cases. Shouldn't the survivors be pressured to save each other and multitask? Apparently not.

    It's also funny that one of their defenses of the original nerf to Ruin was that it could now become a good late game perk for 3 gens. there was always a remote chance of that happening, but now there's zero chance by design. It's so obvious that their nerfs to killer perks are are rarely based in rewarding skilled gameplay, but whether a handful of inexperienced survivors get frustrated fair and square.

  • bm33
    bm33 Member Posts: 8,274

    The meta perks on both sides are getting these nerfs on purpose to make players not use them. They are getting nerfs that players on both sides are going "that's too much" and that's the point - make the meta perks unappealing so other perks start getting used.

    I mostly play survivor, I didn't have a problem with ruin. Either power through gen or go destroy the totem. On some killers it was rough because they had no problem pressuring gens but that's an issue with most perks - what is fine or weak on one killer is op on another. Look at self care - killers did not care about that perk but because it was popular they nerfed it to completely useless when it didn't need to be nerfed at all.

    They didn't make necessary nerfs to the meta, they made nerfs that went overboard to make the meta unappealing so they are no longer meta.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019

    I don’t even think it disabling itself is that big of a deal since it usually doesn’t last that long anyway. The regression rate reduction is a much bigger blow.

  • Crowman
    Crowman Member Posts: 9,570

    If the hex effect is tied to the hex being up and not the hex being cleansed, then a duration makes no sense.

    I get that it can be oppressive if ruin is still up after someone has died, currently. But if they nerfed the regression numbers on ruin to weaken it it would have been fine. Ruin was already losing popularity, because as killers have started to get other good slowdown perks that can't just remove instantly in the game of course people are going to swap to those.

    Hexes are meant to be strong if not dealt with.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,356

    I think it is a fair nerf that Ruin is disabled once a Survivor is dead. If you have your Ruin-Totem still up and it is a 3v1, you will be in a good position anyway.

    The bigger and more unneccessary Nerf is the reduction of the Regression. This basically makes Ruin Tier 1 the new Ruin Tier 3.

    So the Nerf to disable is an actual Nerf to Ruin and IMO a fair one. The Regression-Nerf trashs the Perk. (Even if it would not disable, with only 100% Regression it would be too bad anyway)

  • Akumakaji
    Akumakaji Member Posts: 5,487

    Just delete the "Hex" part and I might run it now and then as a regular regression perk that closes down once it has done its due.

  • NekoGamerX
    NekoGamerX Member Posts: 5,298

    RUIN NEED TO NOT BE A HEX

  • Yippiekiyah
    Yippiekiyah Member Posts: 494
    edited June 2022

    Current ruin is not OP, it is being nerfed cause it has a high pick rate so to nerf it this much is just ridiculous. 150% regression would be fine and the second part about cleansing itself is just a nonsense. Its fine to nerf perks to mix up the meta but why nuke them into oblivion.