The next Ruin or even the next Ruin
Ruin was nerfed twice.
The first time, the red skill check was removed to accommodate beginners and replaced with a 200% automatic retreat of the generator.
The second time, because it was still highly used, the value was nerfed to 100% and despite being a totem perk, it is now automatically disabled after any one person leaves the game.
As a result, Ruin has now turned into a perk that almost no one uses. The meta has changed, is it a success? Or are you satisfied?
I am well aware that thanks to Ruin now being useless, many killers are now taking the tactic of fixing 3 generator positions with the Call of Brine and Eruption combo. It is almost certain that you will face a killer with that configuration.
I think; the nerf of Ruin is not a success.
I kept thinking that destroying the totem would nullify it, but now we have the rise of delayed perk that does not require a totem. Why did they willingly eliminate their own countermeasure?
Hex is now just a waste of perk slots. As long as you are an above average survivor, it is not hard to spot where totems are generated.
Yet, Ruin has been trashed.
So, do you enjoy facing the current Call of Brine and Eruption killers? I am sure that we will hear people say that they are not enjoying it, as they did with Ruin, and I am afraid that it will be trashed as well. As a result, only a number of garbage will be left at the hands of the killer.
Then Plaything and Pentimento may be the next to be trashed.
Do you all prefer to face the slowdown combo now?
I miss the days of the Undying and Ruin combo when all you had to do was destroy the totem.
sry my poor english
Comments
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Ruin and Thana got over nerfed.
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I think Ruin is in a good spot and gives way for other newer perks. Still passive gen regression.
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How is a perk that almost no one uses now “in a good spot”?
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Yes it was overnerfed.... But honestly its nice to not have to play against it every match
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As someone who likes to bless hex totems with COH, I think they should bring back the old ruin.
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Literally no one uses it. It's useless.
After the boon update totems are mostly a survivor power.
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Ruin is a trash tier perk now. It deserved a nerf, but it got nerfed too hard.
Since its nerf, I have had ONE game as survivor where Ruin was actually somewhat impactful. 95% of the time, it has been completely useless and a waste of a perk for the killer. (And most killers don’t even use it anymore.)
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There are many perks that are far worse than ruin atm. It still works well in killers that pressure lots of gens, but don't have time to spend kicking them (legion comes to mind).
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If you bless Hex-Totems, you should maybe not really give an opinion...
@Topic:
The first "Nerf" was more of a Rework. Ruin was still very strong and definitely more annoying to play against. But it was not free Slowdown anymore, because the Killer actually had to do something to get value, unlike before. Even tho, this "do something" go less with the Tinkerer-Buff, but eh.
And IMO the Nerf to disable it when a Survivor is dead would have been enough together with the Tinkerer-Nerf. Because when the Ruin-Totem is still up when a Survivor is dead (this rarely happened), then the Killer probably has enough pressure anyway. What killed the Perk was the reduction to 100% Regression and this was only done to rmove the Perk from the Meta.
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explain why.
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The Killer knows where CoH is immediatly and, more important, it takes ages to bless Hexes.
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blessing dont give the killer a notification unless he knows where his hex is. and it takes 28 seconds to bless a hex (14 normal). also it does not trigger undying and prevents pentimento.
yes, in a tournament game you wouldn't bless a hex but you also wouldn't bring coh or ruin.
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While undying won’t reveal your aura, it will still transfer the hex perk to its totem if you do this. It’s no different than if the hex had been cleansed.
That said, I think it is worth it sometimes especially if you know pentimento is in the game or if that boon would be in a really annoying spot for the killer. But in most cases, probably not.
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All Hex perks are trash. Losing easily a complete perk for the rest of the match should warrant extremely powerful perks (risk vs reward). However, all but 1 hex perk are mediocre at best.
The whole way Hex perks work needs to be reworked.
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Yes, i prefer old ruin and undying.
As survivor i really enjoyed using small game to hunt the totems down and delete 2 of the killers perks. Felt great.
As killer i like using it on high mobility killers like wraith and legion.
The only problem that the combo really had was it's combination with Tinkerer, but they nerfed tinkerer to be one use per gen so the nerf to ruin was too much.
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The only really good Hex per is Devour Hope in my opinion (when they don't cleanse it).
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Ruin already was a rarity long before the nerf. At higher MMRs at least.
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Hexes in general are pretty useless, in my opinion. The only ones worth running are Haunted Grounds and Retribution as they are activated by the survivor's cleansing (which 99% of the time, they will). Hexes like Ruin, Undying, and Devour rely on survivors leaving the totems lit, which, from experience, is a rarity. Especially when you consider how totems can spawn right out in the open, or even spawn next to a survivor at the start of the trial.
Plaything is also pretty good as it wastes survivors' time whilst they search for their totem, and dare I say it, also NOED as you can get real end-game pressure and snowball from it.
Having said that, I do not miss Ruin/Undying on every Blight in the game. I'd far rather go against Eruption, Call of Brine, etc any day.
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The only 2 worthwhile hexes rn are devour and Pementio the latter requiring plaything to be useful frequently
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