Hex: Ruin is Hex: Ruined
Clearly the most underwhelming hex perk after it got nerfed. Since patch 6.1.0, I haven't seen any killer running this perk.
Patch 6.1.0
- Nerf: halved the Regression speeds to 50/75/100%.
- Nerf: now deactivates after the first Survivor is killed.
There is no reason for you to use this perk besides handicapping yourself.
Comments
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That is the point, to be fair. You're supposed to run other slowdown perks, because Ruin was in the meta for far too long.
I'm sure it and a few others can be buffed again much later on down the line, but the point right now is not to run Hex: Ruin unless you're trying a build that specifically involves it somehow.
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You can still use Ruin in some Pentimento builds but yes, it is no longer a staple in every build as it used to.
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thank you, no wonder im still losing games cuz i still run with ruin LOL i didnt even know it deactivates when someone dies
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It shouldnt be a Hex anymore as its the only hex that can deactivate without being cleansed. Then it would be fine
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Tbh it deactivating after a surv dies is fine. I find that rarely triggers anyway. Usually gets cleansed first and it's still colossal slowdown. Not only does it regress gens and save killer loads of time. But survs have to scour the map looking for it while killer can gain hooks etc.
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Most hex perks are trash and not worth running because either 1) experienced survivors know where all the totem spawns are, or 2) your hex totem will spawn 10 ft from a generator in plain view. Either way, they will cleanse your hex totem within 30 seconds you’ll immediately be down one or more perks for the rest of the match
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Its not a matter of does it feel like its working or not. The point of a Hex is its a powerful ability tied to a totem that can turn it off. Ruin is the only hex in the game that can be turned off a secondary way. Its by the games definition of a hex, not a hex. Thus they should either remove it from being able to be cleansed, or remove it turning off after first survivor dies.
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100% regression is hardly "colossal slowdown". It's nothing. The last time I saw it was vs. a Spirit like a week ago. We literally just ignored it because it doesn't actually do anything.
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That isn't the point. 6.1.0 was hailed as a "Balance" patch. The regression perks should have been balanced with each other. Instead they did overtuned changes that did change the meta, but the game is still brutally unbalanced.
Ruin would be in the perfect place in the balance right now if they only added the effect of deactivation on a survivor's death. It would be at a comparable strength to other regression perks rather than being a dead perk.
I miss the Undying Ruin meta. Searching for totems is much more fun that being incapacitated.
I think more regression perks should deactivate once a survivor is dead. Then killers running massive regression builds would at least have a disincentive not to tunnel. (But then they'll slug... sigh.)
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6.1.0 was hailed as a meta shakeup patch, specifically. That's what the posts explaining the changes kept saying, that it was to shake up the meta by changing a bunch of perks. The intent then is clearly to change the meta, which means the perks that used to be meta need to be much less useful, otherwise nobody would ever swap off them.
I'd agree about other regression perks having the deactivation requirement, though. Definitely something worth exploring.
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Looking back at their July 19th article, yeah I guess you're right. They don't mention much about balance and mention meta far too many times.
Near the top they said:
I'd say they failed the second sentence here. From my experience the game has become far less varied than before 6.1.0. If they actually focused on balancing perks instead of just shaking up the meta they would achieve a "more varied and exciting experience during the average trial." Instead they have made matches less exciting and more frustrating.
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It's way more varied than before. I see hyperfocus, distortion, sprint burst lithe and all kinds of perks. As opposed to four dead hards, four iron wills, four BT. Eruption is becoming a staple with killers but it's hardly in every game and it's paired with a variety of perks. I've seen more aura reading perks than ever before, for example. Beats the piss out of ruin, undying and pop every game.
Pretending like the meta is just as stale as before is simply disingenuous. Or your memory is so short that you've forgotten, which is rather sad.
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And then add Plaything, ruin will be done pretty fast and plaything should give a good supply of broken bones as the game progress, or easyer kills.
I always start by going for ruin if i detect it.
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It can be killer just has to put any pressure on gens. If they find a surv on a gen that is almost done they can jump staright into chase to down the surv and the gen starts to regress immediately at normal speed. Any surv who stops gen rushing to heal, unhook or hide loses progress.
And the slow down isn't simply the regression on the gen. It's when survs are forced to spend time looking for the totem as well. All eats into gen time which gives killer time to hook ppl.
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Yeah it starts to regress at normal speed. Which does what, exactly? It takes six minutes to regress from nearly done to 0%. I have entire games that last for less time than that. That's assume it doesn't get cleansed. You can run around screeching about pressure till your voice gives out but it doesn't mean anything if that pressure isn't impactful.
Let me be clear: I hated old ruin and I'm glad it's dead. But let's not pretend the new one is useable.
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bHVR could easily restore the 200% and keep the sacrifice = Ruin burns out
BUT Undying should also work on Ruin Burnout.
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If the totem doesn't get cleansed quickly it's impactful. I suppose it also depends on the team you're against. A swf won't have much issue with it because they can simply rotate people onto a gen if someone is chased off of it. But in a solo q game there is no such coordination and ruin can be pretty punishing if someone doesn't find the totem.
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On the survivor side maybe maybe. Dead Hard still reigns supreme however. On the killer side is still mostly just stacked regression.
I'm not pretending. This meta is isn't as stale as before, it's even more stale. I enjoyed the counterplay to Undying Ruin (searching for totems) rather trying to guess when a survivor is going to go down so I can dodge the incapacitation. I hate Eruption, killers always get too much value from it and its counterplay is dog water. At least some games of Undying Ruin the killer could still lose both in the first 30 seconds of the game.
"Or your memory is so short that you've forgotten, which is rather sad." I remember that my DbD sessions lasted longer back then. I was able to play DbD longer before becoming so frustrated with the game that I stop playing and I go play or do something else. That's what's sad.
Back when Ruin was 200% regression it couldn't be ignored. 6.1.0 nerfed Ruin to only 100% regression. I can ignore Ruin now and not regret it often. In fact if I know the killer has Ruin then I know the gen will probably still have progress when I return to it later since I know they couldn't kick it and apply Overcharge and Call of Brine to it.
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nah it's still powerful enough to be hex
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Honestly my problems with ruin were fixed with when they nerfed tinkerer. BHVR wanted it out of the meta and they did it.
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The requirement to be a hex is that it can only turn off if its cleansed. The fact that there is another way to turn it off makes it no longer a hex.
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...and you'll never be the same again!
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so the newest hex isn't a hex?
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