Issues with Post 6.1.0 Ruin
Ruin has had quite a history in dbd, from its original skill check form causing generator regression unless you hit Great Skillchecks, to its previous state of causing generators to regress automatically and at 200% regression.
Currently, is a sad perk. I'm going to breakdown its issues and try to give possible solutions to the issues. I'm not trying to make Ruin an S-tier perk again. I just want it to be... well, good. Or decent, at least.
Self-cleansing
Now, this isn't the biggest issue with this perk. Not by a long shot. I will say, however, that this is the most insulting aspect of the perk.
If someone dies, the perk turns off. Is this more balanced? Maybe. The game becomes a 3v1, which is indisputably in favor of the killer. With generators automatically regressing and it being much easier to force all living survivors off generators, it makes sense that Ruin's effect could be overwhelming.
Here's the thing: It feels awful. It's the same issue that Current Thanatophobia has. If you do well, you feel as if you are punished. Even if you're winning, it doesn't feel good.
But what about Decisive Strike and Off The Record? Those are survivor perks and they are disabled in the endgame, when all the generators are done meaning they had completed their main objective. Is that not the same?
On the surface, yes. However, there's one key difference: One is a hex.
Hexes, by their very nature, are a gamble. Their effects are meant to be stronger than typically allowed for perks at the price of being able to be disabled by survivors.
The killer cannot disable OtR or DS. They can power through it, but they cannot outright disable it. They can't pop that last-gen or force you to do a conspicuous action. If it's disabled, it's purely the survivors' fault.
Downsides vs benefits
Ruin has many downsides, both old and new. The biggest, of course, is that it's a hex that can be turned off. It's a hex, so it's a gamble by its very nature.
What's the benefit? 100% automatic regression. Yeah... that's pretty bad. You don't even get the 2.5% regression for kicking a gen.
Let me explain: Generators take 90 seconds. Gens regress at a rate of 0.25c/s. So 4 secs of regression to undo 1 sec of progress. That means going from 99.99% to 0 would take 360 seconds. That's just... absurdly long.
But let's be realistic. You hop off a gen, go unhook someone, heal them, and run back. Let's throw out some random numbers. 20 secs of travel to, 16 to heal, and 20 to go back. That's 56 seconds of regression. How much time did Ruin add? Just 14.
The entire reason killers rely on regression perks is the commonly held belief that base regression is too slow and killers need to use perks to have a chance. In the olden days, those 14 seconds would be double at 28 seconds. Now, that is brutal.
And that's not to say 200% Ruin was perfect. You couldn't kick, so gen-kicking perks weren't useful. What people did was use it as a Plan A, Plan B scenario. Ruin at the start with Pop when it goes down. Not if---when it goes down.
But now, the effect is so mild that I honestly think that bringing is more of a hindrance. Sure, there are 2 perks that can hit through Ruin, but one is an RNG scourge hook (Pain Res) and the other is restricted to basic attacks (Surge/Jolt).
Its effect is mild, has the potential to be harmful, and is unreliable. There is literally no reason to ever use this perk.
Possible Solutions
I'm just going to spitball ideas. I'm not saying all should be done at once but they're things to consider.
150% regression
If 200% regression is too much, why not try going down the middle route? In the above scenario, instead of 14 seconds or 28, it'd be in the middle at 21 seconds.
Remove Self-Cleansing
I doubt this will happen but I think it should. Ruin is a hex. If the survivors die and they did not cleanse the hex, bring one of the many perks to find totems, bring a map, or go searching, I think that's on them.
Gradual Build-Up
A bit like Overcharge, Ruin could start small and build up. Heck, it could literally be PTB Overcharge where it starts at 100% and then gradually builds up to 400%. Okay, maybe that would be too much the idea is there. And since you can't kick the generator, you physically cannot stack it with CoB or Overcharge to prevent it from getting insane. The only possibility is Legion's Fuming Mixtape, but Legion can't frenzy and keep you off a generator that long.
Token Based Regression
Ruin could start at 100%, but add an additional 25% for every unique survivor hooked. You can get 200%, but only after hooking people. It encourages you to hook multiple survivors, gets stronger through gameplay, and can be countered by survivors by playing super-safe (or, you know, finding the totem).
I'm sure there are more ideas that people can come up with. I just want this perk to be good. I don't care if it's not the meta-dominating king that it used to be; I just want it to be a viable perk to use.
Comments
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Ruin is a dead perk. It had a nice run gg.
Nobody who is good at the game was using it before 6.0 and anyone using it after 6.0 is just out of the loop.
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I don't feel like the perk is that bad. Let's say a survivor is on a gen and you chase them off it, a 30 second chase to down and then 30 seconds for the hook, unhook and back on the gen (these are arbitrary but a minute off the gen total isn't unreasonable). This is a minute where the gen is regressing which translates to 15 seconds of gen time. This isn't accounting for the killer's ability to spread pressure or people needing to get off gens for unhooks. If you run it on billy and never drop a chase it'll be bad but on killers who can get a lot of pressure and spread it like Legion, Cenobite or Nemesis (with zombies) the perks gain a lot of value even if it's temporary in the match as a whole.
Another way to see the perk is to compare it to mangled. Mangled makes a 16 second heal 20 seconds, or it gains you +25% time spent when the survivor heals. If a survivor heals for 16 seconds rather than get on the gen the gen regresses by 4 seconds with ruin so it's the same time gain. Now the survivor can choose here and it's gen time, not inactivity which is worse as mangled can delay unhooks if the survivor spends more time healing, however, ruin does this for all actions. 20 seconds to unhook is 5 seconds off your gen, a 40 second chase is 10 seconds so on and so forth. These are small amounts but they do add up when it affects all gens and survivors, especially on killers that keep survivors busy like the ones previously mentioned.
Suddenly making every mend or worry about your chain hunt buys you more time than before. Ruin isn't meant to regress a gen from 80% to 0%, it's meant to regress 4 gens from 80% to 60%. Even the act of cleansing and finding it will cause your gen to regress and the perk also has some nice synergies with mangled, surveillance and pentimento which helps keep it going.
The only change I'd suggest is removing the self-cleanse. At 200% this would be fair as a 3v1 against old ruin was unbeatable beyond a god-like chase, yes finding the totem but that isn't reliable, but with 100% you can reasonably power through it.
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