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Is the upcoming hex ruin change going to make it viable?

So I mostly play Pyramid head (a killer who was a unique basekit that allows him to avoid hooks) and I was wondering is the upcoming hex ruin buff gonna make it viable enough with only 100% regression speed? (No joke it’s been quiet a nightmare to find any viable slowdown that works well with PH’s basekit)

Answers

  • ChucksterMainin
    ChucksterMainin Member Posts: 41

    ye the Perk would need to be at least 125% regression

  • C3Tooth
    C3Tooth Member Posts: 8,266

    The strength of the perk isnt about regression, its about you dont spend 20sec to walk across the map to kick an abandoned with progressing Gen, then going back to find a chase.

    Its about a survivor spend 14sec to cleanse.

    Its about a survivor would prefer to get rid it first and spend a bunch of time to find.


    The result isnt consistence, that's why people dont like it. PGTW requires you to spend time to walk and kick a Gen, all that time could end another chase. Or survivors could healing next to Deadlock Gen. But they cant do anything by actively running around and cleansing.

    The buff on Ruin is already enough, its the totem spawn that should be buffed. Fixed locations (like shack, under Swamp rocks...) should go.

  • crogers271
    crogers271 Member Posts: 1,896

    Fixed locations (like shack, under Swamp rocks...) should go.

    I don't think that would actually be feasible. Not talking balance or anything, I just don't think it could happen. Like the totems could theoretically spawn anywhere in the map?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,050

    dev might buff killer regression one day to 200% assuming 3 gens no longer stall the game in a game breaking way.

  • BlightedTrapper
    BlightedTrapper Member Posts: 358

    I think it might deserve about 150% regression speed to be decent. Though I'm not of the opinion that regression absolutely needs to be meta like so many in this community. I'd prefer all slowdown nerfed to be around mid-tier, and killers can get more basekit slowdown to compensate. I think that would help build variety a lot.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    They buffed the wrong part lmao so no its not gonna change anything about that joke of a perk

  • Rulebreaker
    Rulebreaker Member Posts: 2,083
    edited January 11

    It's definitely worth trying. It doesn't proc the 8 regression limit, still works with any non kick regression, you only have to chase people off the gen for regression to start (assuming we read everything correctly).

    The only thing is that it's tied to a totem, which leaves it to RNG if it's broken in the first 30 seconds.

    Edit: typing on the phone is hard asleep and didn't read everything correctly

    Post edited by Rulebreaker on
  • LordGlint
    LordGlint Member Posts: 8,682

    Personally, I'm celebrating the buff. I use it on a few killers and it works fine for the time that it's up. While it's true SOMETIMES it goes boom in 30 seconds, I've had way too many games where it cleanses itself.

  • LordGlint
    LordGlint Member Posts: 8,682

    It's not 5% to make progress, it's 5% to stop regression. You're not seeing the bar stand still for a few seconds, it's that if you get off it too soon, it'll start regressing again.

    Since ruin already does that... the 5% thing isn't really gonna change anything with ruin.

  • Rulebreaker
    Rulebreaker Member Posts: 2,083
  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Until its back to 150% at least, Its not worth bringing at all.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,993

    No. 200% regression speed was too high, but 100% is too low. That’s the problem with Ruin. The deactivation on death was fine and should’ve stayed.

  • squbax
    squbax Member Posts: 1,505

    I have literally ignored ruin and even healed next to a ruined gen and the amount of progress that I lost on the gen felt less than if hit by surge, ifk man ruin is just a meme perk you can 100% just not clease it and if you are not facing blight/nurse , then you are ok.

  • Caiman
    Caiman Member Posts: 2,959

    If kicking a gen does an immediate 5% damage then I think Ruin is actually worse than just kicking the gen normally.

  • GeneralV
    GeneralV Member Posts: 11,653

    I don't think people want regression to be meta. But in the current state of the game, they feel stacked regression is a necessity, otherwise the trial would end before they even had a chance to do anything.

    If given the chance to return to a meta that lacked four slowdown perks stacked, I am sure many would take it.

  • Hermit
    Hermit Member Posts: 396

    Ruin is still not worth a perk slot

  • bjorksnas
    bjorksnas Member Posts: 5,688

    Frankly it won't make it viable, ruin isn't bad but its not great and this change doesn't really make it better unless you decide to use it while tunneling.

  • Reinami
    Reinami Member Posts: 5,632

    No, 100% regression is extremely extremely slow. Even the 200% original one was pretty slow.


    You have to remember that regression happens at 1/4th the speed of survivors repairing generators. So in order to fully regress a gen at 45 seconds, it takes 180 seconds. Given that and the fact that generally killers lose 3 gens in the first chase if the survivors play well, and the fact that they buffed base gen kick regression, it will still be a dead perk.


    They need to increase base regression to be half of survivor progression and then it might be viable again along with CoB. If anything with the new "8 regression events" change, i think they should do that or at least buff CoB and ruin back up to 200% given that they are useless and have now addressed the 3 gen issue.

  • Reinami
    Reinami Member Posts: 5,632
    edited January 11

    First of all, 100% ruin regression is so bad most survivors tend to ignore it anyway and only cleanse it if they run into it. Remember the old old ruin? The one with the skill checks? That grinded the game to a complete halt as every survivor ran around looking for the totem. Or what happens when devour kicks in? Same kind of deal. But the current ruin isn't worth the perk slot. It wouldn't even be worth the perk slot if it wasn't a hex.


    Secondly, you start talking about PGTW which also isn't a good regression perk anymore. The "average" gen you kick is going to be between 50-100% done. Which means that you are only knocking off ~20 seconds of progress, which doesn't factor in the time it took to walk there etc., whereas with say pain res you get not only a guaranteed 22.5 seconds off the gen, but it is always the gen with most progress, the one you want to be regressing anyway. It also gives you a clue on which gen it is, and if someone is working on it if you pay attention.


    Thirdly, if you are spending 20 seconds to walk across the map to kick a gen, you are doing it wrong. Gen kicking is never worth it unless you have perks to do so. And even then its really only Nowhere to Hide around a gen you suspect survivors to actually be around. And it isn't about the regression, but more about finding them.


    Passive regression is bad because passive regression happens at 1/4th the speed of survivors working on gens. Burst regression or gen blocking has always been king for a reason.


    You have to think about how much value you get out of pain res vs a ruin. Pain res is basically an extra gen the survivors have to repair. In order for ruin to that level, assuming you have 1 survivor running around looking for the totem and taking 60 seconds to find it and cleanse it (average for searching half the map) you still would need to have survivors not be working gens for a full 120 seconds for you to get the same full value of pain res. And if survivors completely ignore the totem? You need to keep survivors off of gens for 360 seconds. Yeah maybe you can regress multiple at once, but not as often as you'd like. You'll never reach the same value of ruin as you can pain res.


    This same value is also why deadlock and corrupt are actually the best gen defense perks. Deadlock blocks gens for a total of 120 seconds and corrupt forces survivors to basically start a chase with you to start working a gen (they have to walk toward you) or they try and wait it out, in which case you have time to find them, setup, plan, etc. Gaining even more time.


    With these regression changes though, and the new 5% kick, here is what i expect the new meta to be.


    • Corrupt
    • Deadlock
    • Grim Embrace
    • Nowhere to Hide (assuming they nerf the grim embrace/dead man's switch interaction)


    You get passive slowdown with 0 input from you by using corrupt and deadlock. Grim embrace is free if you at least don't hard tunnel and nowhere to hide means you can kick a gen, see if someone is near it, and if not, know you'll get some regression on it and can go somewhere else.


    And if they dont nerf GE and DMS interaction then you slap on DMS too and you get tons of passive gen defense.

  • GroßusSchmiedus
    GroßusSchmiedus Member Posts: 555
    edited January 12

    This should show you just how bad Ruin is.

    Ruin/Default = 05:47

    Ruin is so unironically bad that the counterplay is to just ignore it. When i play survivor with my friends we don't even bother to cleanse it when we know where it is and its nearby, i'm not kidding its that bad.

    Its only kinda useful with Surveillance but even then it gets outclassed by Thriling Tremors or Gearhead, which is just 1 Perk instead of 2, and it don't even have the risk that Ruin does as a Hex perk of being cleansed early or spawning literally right next to generators.

    Post edited by GroßusSchmiedus on
  • GeneralV
    GeneralV Member Posts: 11,653

    Remember the old old ruin? The one with the skill checks? That grinded the game to a complete halt as every survivor ran around looking for the totem.

    To this day, it remains one of my favorite killer perks ever designed.

  • Firellius
    Firellius Member Posts: 4,512

    I want to stress this.

    It's isn't just the wrong nerf that they reverted.

    It is the wrong-er-est nerf to revert.

    Much like with DS, 6.1 gave a good nerf and a bad nerf. DS lost the EGC activation (Good nerf) and got cut in half (Bad nerf). Ruin got an anti-tunnel clause (Good nerf) and then got cut in half (bad nerf). Undoing the anti-tunnel clause of Ruin makes it better for tunnelling, so that's worse for survivors, but the perk is left in a useless state where the regression rate isn't worth a hex slot.

    In other words, much like with the DS -> OTR shift, this change is somehow, some-freaking-how, WORSE FOR BOTH KILLER AND SURVIVORS.

    How did they get this so wrong?

    Again!?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,993

    Keep in mind that's the old Overcharge though, it's not as good now as it was in that video.

    But yeah, Ruin sucks and the upcoming buff won't change that.

  • GroßusSchmiedus
    GroßusSchmiedus Member Posts: 555

    yeah it sucks that it got dragged down. I think they should just revert Overcharge and Call of Brine and make regression effects simply not stack.

  • Xendritch
    Xendritch Member Posts: 1,842

    It's a decent QoL buff. You can use it in a full hex build and it's decent but I feel like the meta is about to be about delay and not regression. Corrupt/Grim Embrace/DMS/Thrilling gonna be nasty.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 684

    As long as Hex totems can still get found and permanently cleansed in the first 30 seconds of a game, they will remain trash tier perks.

  • Nick
    Nick Member Posts: 1,244

    It deactivating after a kill was not its problem. The fact that it's a Hex perk (it can get cleansed, survivors can even spawn on it) and the regression rate is 100% (so 1/4 of survivor repair speed). Those 2 are much bigger problems.

  • HPhoenix
    HPhoenix Member Posts: 627

    There nothing wrong with bringing Ruin and Deadlock as there survivors that will power though Ruin.

  • HPhoenix
    HPhoenix Member Posts: 627

    Hmmmm...

    Not really as it have the same issue ever since it came out: Hex spawns next to a gen, out in the open, or any open area.

    Otherwise, the other problem is that survivors goes "oh it's ruin," and just work on a gen regardless.