We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Ruin rework time?

LordGlint
LordGlint Member Posts: 8,688

This perk USE to be on basically every load out. Now however, its... pretty bad. It has anti-synergy with some of the most popular killer perks like Nowhere to hide and is the only Hex perk in the game that can be lost without its totem being cleanse.

I feel like it might be time for a change... For most, it's minimal upside just doesn't make up for its several downsides. I have ideas in my head of neat change ides, but I wanna hear from you all. What is YOUR ruin rework ideas? You don't have to keep current ruin in mind for this since I'm talking a rework rather than a simple buff.

Comments

  • oreoslurpee
    oreoslurpee Member Posts: 288

    i mean, it doesn't really NEED a rework. all it needs is just to revert the nerf where it disables itself whenever 1 survivor dies. to me, thats a really weird thing to add to a perk that only needed to have its percentage nerfed as that was the real problem.

    just revert that and keep the max regression at 100%, and it should be fine.

  • Malkhrim
    Malkhrim Member Posts: 995

    I am actually glad Ruin is not a meta perk anymore because needing a Hex perk in high level play used to be a really bad thing. Hex perks need a full overhaul right now, as most of them are pretty bad and unreliable due to the RNG nature of totems (many of them with really bad placement).

    Besides, that feature that deactivates Ruin when a survivor dies should be removed. It would have made sense for the old regression numbers, where Ruin alone would slow the game down by a lot and could be overkill when you were already winning, but it makes no sense now. The regression COULD be buffed, but only slightly, maybe 100% to 125%, no more than that.

  • Xernoton
    Xernoton Member Posts: 5,892

    I think hex perks could use an overhaul in general. Most of them are quite unpopular and some of them you can't even buff without making them extremely disgusting or you buff them and don't really achieve much like they did with Crowd Control. Would you run it more often now? I wouldn't and the effect isn't even bad.

    I don't know what exactly I'd do with them but I very much like how they handled Face The Darkness. A perk that turns on and off and has a useful effect. It's not super easy to cleanse, so you won't be left with only 3 perks at the start of the game as often and its effect is decently strong but not super oppressive for that. Maybe they could have Ruin and other hexes to work somehow similar.

  • Tsulan
    Tsulan Member Posts: 15,095

    100% regression means that it takes 4 times as much to regress a gen, than a single survivor would require to repair.

    In other words, it would be still trash.

    Also a hex rarely survives longer than the death of the first survivor. So there would be no difference.

  • LordGlint
    LordGlint Member Posts: 8,688

    Why not come up with a different non-hex effect then? This thread was intended for rework ideas, but ppl apparently are very unoriginal.

  • Tsulan
    Tsulan Member Posts: 15,095

    The whole hex system needs a rework. Most hex perks are simply bad and their power is so weak, that there is no reason to keep them "high risk, high reward" perks. As there is no "high reward" for keeping them up. Best example, as you know, is Ruin.

  • jokere98
    jokere98 Member Posts: 624

    because it's a hag perk, and her "design" is that all her perks are hexes, so ruin should remain hex perk

  • LordGlint
    LordGlint Member Posts: 8,688

    Hag might have introduced hex perks, but her design has nothing to do with any specific perk, same as every other killer.

  • ARTRA
    ARTRA Member Posts: 938

    More than ruin, hexes itself.

    Unless you have quite a lot of time in this game, unlock some hexes and pentimento or undiyng to protect a little, hexes are toooo inconsistent.

    To me it doenst matter if ia strong or not if it have a chance to last 20 seconds ingame would rather pick a weaker but consistent perk.

    But for ruin alone at least thst doesnt kill itself would be a good start.

  • Ghoste
    Ghoste Member Posts: 2,135

    Just buff it back to 200%. The deactivation after 1 Survivor is dead was enough of a nerf.

  • LordGlint
    LordGlint Member Posts: 8,688

    What do you think about maybe having a persistent but weaker effect after the totem is broken?

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Could have it so it permanently blocks 1 gen until cleansed. Completely forgot it existed tbh

  • Nos37
    Nos37 Member Posts: 4,142
    edited August 2023

    Keep the perk as is, just add this:

    Hex: Ruin starts with 3 tokens. While Hex: Ruin has remaining tokens it is blocked by the Entity. Lose 1 token when a survivor is hooked.

  • Massquwatt
    Massquwatt Member Posts: 444

    I would actually really love it if they just removed the hex status on ruin. Just have it passively regress generators at it's current levels and it turns off once somebody dies. If anything (I think) having it that way would make for a really great argument for killers to spread out their hooks more instead of tunnelling, and if that's too strong you could just make all other forms of gen regression not work while ruin is in effect to prevent excessive stacking.

    Do that and I'll never really run anything else in terms of gen regression, I hate kicking gens so much.

  • Yippiekiyah
    Yippiekiyah Member Posts: 494

    The perk doesn't need a rework it just needs buffed, not as strong as it was before maybe 125% or 150% and now that we have bots to replace d/c's the secondary part where it deactivates on death can be removed too.

  • Nazzzak
    Nazzzak Member Posts: 5,851

    I see it a fair bit still, mostly on Onryo

  • Blueberry
    Blueberry Member Posts: 13,671

    Either put it back to 200% or make it a non hex perk. Either way the deactivate on 1 survivor death already hurts it a good bit.

  • ARTRA
    ARTRA Member Posts: 938

    I proposed something like that in other post.

    Its a possible solution for sure. At least you dont feel that bad when 1 or 2 of your perks last less than 30 seconds.

  • jajay119
    jajay119 Member Posts: 1,095

    Great. Let's rework CoH again too. That used to be in every load out and isn't anymore. Let's get it back in..

  • Tsulan
    Tsulan Member Posts: 15,095

    My proposal to buff Ruin would be to give it a Regression bonus based on totems left in the game + revert the Undying changes. The less totems are around, the weaker it gets. That way, Undying Ruin would become instantly meta and camping&tunneling would be greatly reduced, while matches would take longer for both sides.

    2 birds with 1 shot.

  • JPLongstreet
    JPLongstreet Member Posts: 6,007

    Should that effect block the central gen on many maps it would be an instant 3-gen situation with the totem nearby. If they could somehow work the rng to not possibly cause that setup, then maybe this idea could work.

  • GeneralV
    GeneralV Member Posts: 11,716

    Ruin should have never been touched, to begin with. As the old, yet incredibly accurate saying goes: Ruin was used to slow the game down.

    Thats it. That was the reason for its existence and it did its job perfectly. There is a reason why this perk remained unchanged for a long time, always popular with killers and not always complained about by survivors.

    I still think Old Ruin's rework was one of the worst balance decisions in the game's history. And trust me, the competition is extremely strong.

    How to fix Ruin? Easy.

    Revert it.

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Honestly I'm fine with ruin in it's current state. The reason I always used it was just so I didnt have to spend time kicking gens, the extra regression speed was just a nice upside to me. As long as ruin continues to regress gens when they're not being worked on, I'll still use it

  • thisislastyearsmodel
    thisislastyearsmodel Unconfirmed, Member Posts: 636

    And, like many of the issues with the game, you can only make a perk so strong before it becomes OP when a Nurse or Blight uses it.

  • GroßusSchmiedus
    GroßusSchmiedus Member Posts: 555

    Instead of returning it to old, i always had the idea of an Hex Perk that denies gen speed increase from multiple survivors, meaning 2 survivors still repair a gen in 90 seconds default as long as the totem is standing.

  • Justa335i
    Justa335i Member Posts: 223

    I think Ruin is in a good place.

    Killers can cause a gen to start regressing just because they chase a survivor off it it. Pretty valuable, especially on Legion.

  • versacefeng
    versacefeng Member Posts: 1,227

    Then survivors will solely do gens on their own. Which isn’t good for the killer.