As a killer main, I'm glad Ruin is finally being butchered.
To begin with, I don't think bringing Ruin is worth anymore since Sadako Rising.
For some reason, probably related to people looking even more actively for totems with Boons (memorizing them too) and awful totem placement on new maps, I feel Hex totems are lasting for even less than they used to. I've spent whole nights playing with a single hex perk and it almost never lasted for a full minute.
Regardless, the reason Ruin is not worth it anymore is that we have better options now. Dead Man's Switch, Deadlock, Call of Brine and specially Pain Resonance. So, before DMS was buffed and this perks were added with Pinhead, Sadako and the Artist respectively, the only good option beside Ruin was Pop, which was always good, but still the ONLY option beside Ruin and the two didn't even sinergize at all. Now we have a lot of good options WITH SINERGY and, the best part: they are GARANTEED to do something and work during the whole game, while Ruin is usually gone in 30 seconds and countered hard by anyone with a map.
But why is the nerf good, then? Because for the mere possibility that Ruin MAY last for the whole game and have a lot of value, it was considered the strongest killer perk and one of the reasons gen speeds wasn't been nerfed in YEARS! It was added as a band-aid fix, and it was the band-aid I hated the most. Years ago, bringing Ruin used to feel almost mandatory because of how fast gens would go, but then it was gone in seconds and you had to play with 3 perks. The old overpowered toolboxes were only nerfed after Ruin was reworked! After that, there was STILL a certain pressure for killers to use Ruin in case you went against actually efficient survivors, because gens were still really fast and Ruin gave killers the best possibility of reducing that stress... only for then do next to nothing in most matches.
The TOP META PERK for killers being a thing that required LUCK was horrrible and I am THANKFUL that it's gone! Goodbye Ruin and hello Overcharge!
TL;DR: Ruin was a terrible band-aid fix and removing it from the meta is good for the game. It used to be the top meta perk but required luck to even stay in the match. It was also one of the reason gen speeds weren't nerfed.
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Why would you want a perk that encouraged the killer to leave the hook nerfed to uselessness?
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Also people mostly stopped using Ruin for Pain Res and DMS. No one used it except in Pentimento builds
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Yeah, it's useless against good survivors and hurts newer players much more, it didn't makes to have perk like that.
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For all the reasons I already mentioned. Simple as that.
Oh, and Ruin encouraged the killer to leave the hook? More like encouraged to camp to have a chance after it was gone in 30 seconds and now you only had 3 perks.
Because, like I said, it wasn't worth bringing anymore. However, it's existence is one of the reasons gen regression was never increased and gen speed wasn't reduced in years. Devs literally said once they didn't want to buff gen regression because "regression is already good enough with Ruin", and old toolboxes and great skill checks were only nerfed because Ruin had been reworked.
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To balance the game around perks just creates "x" meta. Perks need to be adjusted to suit the game or else its just the tail wagging the dog.
The current state of how players player is due to the state of the game rather than perks, Why kick gens when regression is rubbish and survs can insta tap stop it. It's better to tunnel so survs can't repair than to actively try to stop repair.
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I mean if it still had the 200% I would be okay with the changes, but to nerf it to tier 1 ruin? When was the last time you saw someone gladly stick with ruin tier 1.
I'm still confused about this patch they wanted to change the meta, but the meta for killer is still going to be stack 3-4 slowdown perks.
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I think that butchering perks is in general a bad design. The game as is will always cause killers to stack 2-4 slowdown perks and survivors meta will always be second chance perks. Only the perks will change when they adjust them, but not their purpose.
And butchering perks is simply bad as it forces meta again. No variety. Ruin was still good when it works, if you choose to protect it with Undying to get a decent bit of value in the early game, that would be worth it. If someone wants to take the risk and gamble about how long it will be up.
Now: Ruin is worthless, still can't stack with gen kicking perks which have become stronger and even if you have a long lasting ruin, its effect will be worse. So why run it? Result: noone even dares to test it anymore and we will always see the Overcharge + Call of Bryne combo on every killer. Wonderfull, welcome to the new meta.
If boons were somehow nerfed and you barely see Ruin, maybe it would become less common that every survivor is a pro totem hunter and the few times you would see it, it would actually be of more value. But we will never know because noone will pick it now.
Same on DS and BT for example. Sure, adjust things to make them not meta anymore, but with the current changes (DS is useless now and BT is basekit, on top Iron will got nerfed) we will 100% see 80% Off the Record usage in the following few months to be the new meta. Why wouldn't you use it if it combines 2 perks in one that were common? And you don't even rely on your mates to bring BT anymore, just bring your new self-BT yourself. And hey, aura reading immunity on top. That's how you shake up the meta. Well done
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" As a killer main "
These are the words of someone who isn't really a killer main and is just saying that to give what they're saying more weight and make it sound more believable.
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Never used it, hex perks are useless, aside from haunted and pentimento.
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Hex perks need some kind of rework in general. No point using them as they are.
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Passive gen regression will always be good. Ruin will still be used.
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I don't think it will be when you consider all the other options you have now, and those options also make something like setting up a 3 gen easier. There's no risk, there's a constant benefit, as opposed to Ruin, which gives what equates to a kick onto every gen. Anything that only does what a kick does to a gen, even if it can apply to all of them, is inherently very weak for a Hex that can be destroyed
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As a Killer Main, who always got their Ruin cleansed before I saw any value from it. So I never used it.
Why would I use it now that its even weaker and shuts off after a Survivor is hooked.
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You are like yay, Ruin is nerfed i always preferred "X" + "X"... but you failed to mention X and X are also getting a nerf... meaning you are only left in a negative position... and the only people that would be happy about that is opposing teams pretending to be a killer or SM lovers...
Pop - Nerfed.
Pain Res - Nerfed = + DMS nerfed.
Ruin nerfed. = +DMS Nerfed, +Deadlock nerfed and +Merciless storm nerfed.
Corrupt - Nerfed.
Also overcharged is only being released at half the PTB buff as they deemed it too oppressive.
In otherwords, large chunk or time delaying perks (that bought multiples of 10's-Minutes in time) are no longer that in exchange for a second or two extra time on other perks... and the default 10 seconds per solo on a gen is only going to hamper solo's not the SWF's (+4 seconds) who wreck killers.
Whilst i like some of the buffs... the negatives are far greater in effect overall... all i see is a knee jerk reaction by developers.
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While passive gen regression is good, there are other slowdown perks which don’t require specific actions by the killer (e.g. Jolt, Dead Man’s Switch, Deadlock, Thanatophobia, Dying Light). The new Ruin’s regression is so slow that the other passive slowdowns are going to see a lot more use in comparison, especially since a couple of them even got buffed.
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Why though? I am a killer main myself and whenever I used Ruin it got cleansed in the first 30s 5/6 times, so I never really used it and feel rather indifferent in it being nerfed. I think the numbers are a bit dumb now, essentially making is useless, but eh shrugs.
Saying "as a killer main" neither devalues your opinion, nor demasks yourself as a survivor main, its just some extra information. If OP had made some outlandish claims you might doubt his stance, but this goes a bit too far. BUT this is just my opinion. Cheers.
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Yay, another useless perk... like we don't have enough of those.
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As someone who has played DBD since 2010, I can agree with you. Haha
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Lolol. You nearly got me there, not gonna lie :)
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Wait, it shuts off if you hook someone now? Rofl... What?
But yeah, as a killer main not playing against bottom survivors, I too noticed it gets cleansed in the first minute. I stopped using it long ago.
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2010?
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After someone gets killed it deactivates. So LITERALLY PUNISHED FOR KILLING.
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Yeah those survivors never would have been able to beat these killers without the 100% regression nerf AND it deactivating after someone dies. Maybe a new strat will be to ######### on purpose near the end of the game when you're on death hook so that the killer loses their Ruin, which is probably all the gen defense they have at that point.
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Ok how about this. Hex ruin will still deactivate when someone dies but would buffing the regression bonus be a fair trade. You can still cleanse the totem. But it will still deactivate. But the regression is 300/350/400%.
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Even thought Pop, Pain Resonance (and DMS combo) and Corrupt are nerfed, they still work quite well and are still FAR better than Ruin. And you still have Call of Brine, Merciless Storm, Deadlock.
Of course, you're also ignoring the slowdown perks that got BUFFED. Overcharge is weaker than in PTB? It is still quite good and FAR STRONGER than it was before. There's also eruption, Thanatophobia, gift of pain and
Ruin nerf doesn't really affects DMS, Merciless Storm or Deadlock because GENS DON'T REGRESS when they are blocked. Oh, right you COULD get some regression if the entity block ended and survivors didn't start regressing right away, but most of the time Ruin wouldn't even last to that point.
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