Why Ruin is still a Hex ?
After all this nerfs I think Hex: Ruin should not be a hex. If survivor spawns right at the totem you loose it instantly. It does not grant as much regression as I was and I think it should recieve some love.
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just revert the nerf already. It was one of very few perks in the game that only got value if you were a good player. The more you kept people off of gens, the more regression. except now the regression is so useless it doesnt matter.
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It should remain a hex, it just needs a higher regression rate. It shouldn’t go back to 200% but 100% is too low. It was overnerfed.
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Totally agree. In its current state, I wouldn't use Ruin if it wasn't even a Hex. Its a joke the nerf they did to it, and the fact there is no recognition at all that they destroyed the perk.
Its just another case of a killer perk being totally destroyed as it was semi-strong. Let us remind that Dead Hard was meta from its first iteration to very recently (Its still a very useable and impactful perk, not destroyed like Ruin).
We can't be surprised if 80 percent of the player base are vouching for things to get nerfed, its waaaaay more likely to be heard than the measly 20 percent killer base (Most likely this number is bigger on the survivor end).
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I was already posting suggestion of buff for hexes generally:
https://forums.bhvr.com/dead-by-daylight/discussion/377257/idea-universal-buff-for-hexes#latest
but as for ruin. It needs more love. Its still hex probably because it came with Hag, but in current state, with additional disabling after first death (or dc) it should really not be a hex.
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Basically only killer I use Ruin is Merchant. She can defend it and get people from gens easily.
But it's useless for most killers.
I miss old Ruin/Pop build.
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Ruin often goes unnoticed i find these days
A 99% gen takes 5 minutes an 47 seconds to regress By that point the game is usually over an you're out the door anyway.
Seems since boons hex's very rarely an issue now days i think most people know most if not all the spawns by now. Perhaps hexes should be protected for like a minute in the game
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Ah us vs them again.
But ok. Let's bite. They nerfed iron will even more then ruin.
What now? Should we say based on this devs are killer-sided?
To the topic - yes, ruin should definitely get at least half it's regression reverted so that at least it gets 150% regression. Also that dying condition basically does nothing as hexes are now quite fragile. So I don't care one way or another if they removed it.
Keeping it as-is with just loosing hex part would have been ok, if we didn't have killers like skull merchant that already can guard gens for extremely long time (and keep people off gens for a long time). Remove this killer and it's also sensible buff. Otherwise, please don't do that
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Agreed.
It's symptomatic of BHVR's poor management & inexplicable decision making that a perfect perk was destroyed because of where it appeared on an spreadsheet (not because of any negative gameplay impacts).
It provided powerful gen regression, but it only impacted gens if Survivors left them mid-repair.
Why would Survivors leave gens mid-repair? Typically, to avoid a roving Killer or to go for a rescue.
So, the perk incentivized healthy gameplay. (Killers needed to move around the map to get max value.) Plus, it was vulnerable to a cleanse.
It was powerful enough to provide Killer value.
It was vulnerable enough to allow counterplay for Survivors.
It was that rare, beautifully-balanced perk...
So, naturally, BHVR destroyed it and introduced the gen-kick meta which incentivized unhealthy gameplay.
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Honestly I don't think the reason is much more then "because it's a Hag perk, and Hag introduced totems", much like how Myers' and Laurie's perks are mostly Obsession perks
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In fairness, I think it is time that Ruin is brought out of the mud.
Here are my suggested changes for the perk:
- Increase the passive regression rate to 140/150/160% based on perk rank.
- The Entity blocks the totem for 100/110/120 seconds at the start of the trial.
- If the totem stands for more than 7.5 minutes, red skillchecks will appear.
This will make Ruin a worthwhile perk to run again, and worth defending to get the full potential out of it. It would also act as an incentive to focus on defending it instead of camping survivors on hooks.
Now as a side note.. You should consider making Iron Will usable again. Give it a 99% reduction in grunts of pain (practically inaudible), but still countered by the likes of Stridor. When Spirit players can easily locate Iron Will users in her power, something is very wrong.
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They should only remove the auto-disable thing of the ruin, then it's a good perk to run with undying etc.
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None hex perk should be "good with undying" Hexes should be good on their own.
I have posted a suggestion that totem should be lit only if hex effect is in use, and fade out if its effects stopped:
example: Ruin should be lit if any gen is regressing. If there is no gen regressing, then there are only dull totems on the map.
Hexes should posses any dull totem at the moment of activation and not be tied to one from the start of the game.
Clensing a hex should remove it from the game.
Totem cannot become dull while clensing and up to 3s after interruption.
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