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Buff Hex Ruin

Hexes are supposed to be strong because they're cleansable/removable. High risk should mean high reward. The 100% regression that ruin provides isn't enough for the amount of risk you put into having it as a hex. Not only is hex ruin cleansable it also shuts off after you get your first kill. Being that it has two functionalities to remove the effect it should do more than just 100%

  • Why should we buff Hex Ruin?

Hex ruin incentivizes chase because in order to get value from it you must push survivors off gen in order for it to eat away at the progression. Buffing Hex Ruin will also bring life into hex builds again & bring more variety.

  • Being that Hex Ruin is a hex and is cleansable/removable here are my suggested buffs.

Whenever a gen isn't being repaired, Hex Ruin will regress the gen at 100/125/150% of normal regression speed. This will spice up ruin into a spot where it isn't absolutely busted but it puts it into enough value where you will consider maybe running hex builds again.

I think Hex Ruin turning off after one kill is a little harsh in my opinion, but I'm not quite sure how to change that functionality without making Ruin too powerful.

A possibility I thought of was after the first kill Hex Ruin decreases its regression rate by 50% then after the second kill Hex Ruin completely shuts off.

Comments

  • Boons123
    Boons123 Member Posts: 970

    I think it is deactivated when the survivor dies, it was due to the huge pressure of finding Totem, I mean this perk is powerful when there are only 3 survivors left.

    I remember I was in a whole match and I was looking for this HEX from the beginning of the match until all my team died ,we were in Lery's map.

    In the end, I didn't even find it

  • WiseTraveler
    WiseTraveler Member Posts: 132

    Yeah, understandable. I think the percentages definitely need a buff though for it being a hex perk.

  • Boons123
    Boons123 Member Posts: 970

    Since it is a Hex perk and it is deactivated when a survivor dies, I think that the percentage can be increased to 225%, especially since it does not stack.

  • mca240
    mca240 Member Posts: 456

    Hex Ruin should have never gotten nerfed. I agree, it is too weak and killers should have multiple forms of slowdown to choose from. The only reason against it could be it being too oppressive after the Pain Res/Pop changes/buffs. Imagine having to find and cleanse Ruin and then facing a strong killer who still has Pain Res and Pop... No thanks.

  • CrypticGirl
    CrypticGirl Member Posts: 755

    I once went against a Hag who had both Ruin and Pentimento. Who would even want to do gens with those? I don't know who cleansed what in order to have both hexes active, but I was already done.

    It didn't help that I hate going against Hag regardless of what she runs...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,354

    hex ruin is only hex perk to strangely enough have much lower risk then other hexes because hexes are side-objectives which slow down the survivor's ability do generators so if survivor look for totems, the killer is getting slowdown but if survivor do not look for totems, then ruin gives free slowdown.

    it is not game-winning slowdown because..... well regression gens at 100% is only 15% over 60 seconds but it is still free regression. it is not a bad perk but it get foreshadow by other slowdown perks because they have more consistency generally speaking for same/greater reward.

    Hex ruin incentives chase because in order to get value from it you must push survivors off gen in order for it to eat away at the progression. Buffing Hex Ruin will also bring life into hex builds again & bring more variety.

    not necessary. ruin generally promotes camping gens because.... a lot of the time, you would hook someone near a high progress like 70% and just camp hook while gen regresses. there was no incentive to hook people like other totems or play actively because ruin is only totem except for noed to gain all of active full power without doing any specfic actions. when you look at other totems like lullaby, devour hope, third seal, face the darkness, blood favor etc. etc., those totems require you to get hooks or they require to get hits for totem to do anything. ruin was just slap on and gain massive reward for doing very little. the perk was fragile and would often spawn poor positions/known positions for totems but it was free reward for the most part.

    buffing ruin only makes ruin instant-pick. it won't change anything for other totems. the effects of other totems are just not desirable and they have no lifespan in many matches.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 819

    What if we do the “noed treatment” to this perk

    basically once one survivor is dead the hex totems aura is revealed to all survivors instead of the totem self destructing