Hex: Ruin was Over Nerfed
Hex Ruin was a solid perk in the meta when it was at 200% Which I will agree with was a bit too powerful. The nerfs that followed completely destroyed ruin to what it is today. Ruin is in shambles compared to its former self.
There were two nerfs that happened to Hex Ruin
- Ruins regression was reduced from 200% --> 100%
- Ruin would stop working after 1 kill
These nerfs would have been fine if it kept its insanely strong regression rate. With both of these nerfs combined Ruin became nearly useless compared to its old self. A perk that doesn't do near what Pain Res or Pop can do gets shut off after one kill. Imagine if Pop goes the weasel or pain Resonance simply stopped working after one kill.
Getting one kill doesn't mean you are in a winning position and you shouldn't be punished for a perk that can already be countered by cleansing.
- I propose that ruin will gain the following...
- Ruin no longer shuts off after one kill
- Ruins regression is increased from 100% -> 125%
This would make Ruin not too strong but a solid choice once again.
Comments
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I think Ruin can get 200% regression rate as before, since it can't used with perks like Pop, Eruption, CoB & OC, Nowhere to Hide, etc.
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If Ruin goes back to 200% then it would have to die after one kill. 200% is probably too much because you can stack it with things like pain res. I rather have the perk constantly working after all it's a hex perk and it doesn't feel good when the perk shuts off itself.
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200% was a bit much in my opinion but 100% is very little, I think buffing it to 125-150% and making it no longer a Hex would improve the perk a good amount.
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@Spirit_IsTheBest If you Ruin isn't a hex perk does it come with the kill switch of turning off after one kill?
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Why don’t they just revert the change as a whole
from my experience atleast I didn’t have a problem with its auto regression and on top of that this could make the pop + pain res meta somewhat interesting to go against even more with ruin thrown in the middle
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I think the only problem with ruin not turning off after one kills is when certain maps mostly indoor maps have terrible totem spawns so its just impossible to ever cleanse without assistance so id say buff it to 150 but it turns off after a kill and just see how it preforms then
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Why don’t they just make it like noed where the totems aura is revealed after a while
but let’s say when the killer gets 1 kill the ruin totems aura is revealed to all survivors within a 12 meter range or even a shorter range
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I think ruin is a little under powered atm but its very easy to make it broken again. The only thing I would suggest would be increase regression by 10%-20%. Any more changes and it will easily be super oppressive again.
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Ruin + undying pop and pain res, that is a bit much lol
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And don't forget Pentimento. I faced a killer running those two perks together and I was already done, lol.
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I mean yeah it could be too much but undying isn’t that big scary bogeyman it used to be back when it first came out so it won’t be rlly much of a problem and pop + ruin isn’t much of a problem until the ruin is taken care of
but I do think pentimento and plaything is what could make it problematic
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That doesn't mean ruin is an issue doesn't that suggestion that pentimento and plaything is a problematic combo?
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Yeah the combo could probably need a second look at it
but I do agree ruin should make a comeback
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125% is still a joke. I haven't seen anyone using Call of Brine which is now 125% after nerf.
I think Ruin deserves at least 150% speed.
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People are sleeping on Call of Brine. 125% might not sound like much, and in many ways it isn't on it's own, but the info it provides is very underrated. It helps tremendously in defending gens if you are running a gen-kicking build with the likes of Nowhere to Hide or such. You're more capable of keeping survivors off the gen, and that means that extra 25% regression goes that much further.
On topic, yes Ruin was overnerfed, but I'd go the opposite way. Back to 200% regression, but still deactivates after a kill. The deactivation mechanic is a healthy addition, 200% constant regression is very powerful, even for a Hex perk, and this allows it to still be strong without also providing an unwinnable scenario for survivors when one gets tunnelled out early.
More strong perks should be like this. All of the strongest meta perks should come with a significant conditional cost. Hex perks can be cleansed, Devour requires you to leave the hook, etc. This deactivating on a kill means tunnelling out a survivor early costs you a powerful perk, making it less of a noob-stomping technique.
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I agree there are two options for Ruin
either make ruin have a high percentage like 200% with the kill switch after one kill
Or
No kill switch after a kill with a slightly higher regression rate between 125-150%
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That's the thing what you said there is true about penti, but also undying and ruin was still very meta even after undying got its infinite totem nerf. If we toned down regression overall then this could happen, but I would be concerned about a critical mass of slowdown perks.
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Yeh penti can be a huge pain especially for uncoordinated or inexperienced teams. If you have it with a totem build it can depending on rng carry you.
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Just make it 200% and keep dying part, or at least 150%. I don't really have an issue with that.
I will much rather take % buff over removal of dying part.
Current ruin waste more time if survivors actually try to search for it, but most will ignore it and either they find it while playing or not, you can easily push through it.
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Funny is if they keep 100% and dying part just make it standard perk, it would definetly buff it and people would use it when they don't want to kick gens and just chase.
It wouldn't work with eruption, or pop so that's a good start.
I would like to see that on live servers how broken it would be. I think it would be really popular perk if it wasn't hex even in current form. It would let you just chase and ignore gens, that's always more fun.
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i don't know, ruin rewards killer with regression for doing absolutely nothing. there was not a good reason to not run ruin other than the fact that totem could spawn in a bad spot and do nothing. My impression is that if they revert ruin, they will likely revert recent DH nerf and Decisive strike because Decisive strike+DH is kinda survivor equivalent of passive reward for doing nothing. I guess getting hit is something but it is inevitable part of the game. Dev specifically wanted to change the meta and Ruin was definitely meta perk before. only time will tell if these old meta perks get buffed again to must-use status.
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I still use Hex: Ruin, I just slap on Surveillance and Jolt and turn my brain off since I have all the slowdown and information I need.
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Ruin does nothing if the survivor just holds the repair button. So it rewards the killer for effectively defending gens.
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defending gen is part of normal killer gameplay loop.
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The goal isn't to make Ruin a "must-use perk" In fact there shouldn't be any perk in the game that is a must-use perk. Ruin honestly doesn't really need the % buff it's more so the fact that it's a hex perk with a very harsh condition. Ruin at 100% doesn't deserve to be shut off after one kill in my opinion.
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Yes?
What else doing you want perks to reward players for other than playing well?
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No perk should be a Must-use perk in the game.
Ruin doesn't need a % buff. It's a decent perk at 100% but it's awful because of its kill switch after one kill. Simply remove the kill switch because 100% isn't strong enough to receive such a harsh condition + it's a hex perk that can be cleansed.
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At this point can we all just admit the 6.1 perk changes (and their immediate hotfixes) were horrible for the game. Nerfing Calm Spirit, nerfing Pharmacy to be worse than Self-Care, nerfing Thana, nerfing Pop and Pain Res only to re-buff them to nearly the same or better states then they were, creating the degen 3gen kick meta for all too long, nerfing anti-tunnel into the dirt of non-viability.
Ruin, along with all the other nerfed perks in 6.1 should just have their 6.1 nerfs reverted in the next patch if they haven't been otherwise touched (Pop/PR).
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Yes I agree I think we should bring back several perks from 6.1.0
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