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Hex perks like ruin shouldn’t get cleansed too early in the game.

Totem spawns are way obvious and it needs a change of scenery. Also Survivors spawn right next to totems and it gets cleansed too early in the match. The issue is you don’t get any value out of any of it because the match just started. I feel like ruin needs change and a little of a buff. They should make it where it doesn’t activate until at least 30 percent of gen progress starting at 5 gens at least. And they should change the spawn locations more often. Survivors should not memorize every totem spawns like that and that needs to change immediately.

Answers

  • KerJuice
    KerJuice Member Posts: 2,104
    edited March 2025

    Totem spawns used to be worse, and not changed very often. When they were changed in older builds of the game, I could adopt fairly quickly and remember the new spawn patterns. Now, I find it more challenging to locate them- even with the knowledge that they are within close proximity to 5 of the 7 gens on the map. Before I could tell when the spawns changed with new chapters. Now that I have challenges locating and remembering their spawns for the past 3 chapters- I can’t tell if they are being changed more frequently, and/or their current spawns are more creative. A lot of times I say to myself “interesting place to have this here.”

    I know it takes up an extra perk slot, but launch Undying was very good and I wish it was not nerfed. I understand that lower levels struggled with both it and launch Ruin, but it was nice to have and play against variety. Yea that combo were gen slow-down perks, but at least they were a different type of slow-down, as opposed to today’s Pain Res, Surge, Pop, Grim Embrace every day Meta.

  • Xernoton
    Xernoton Member Posts: 5,965

    Survivors should remember totem spawns. That's part of their skill expression and their counterplay to hex totems.

    The problem is that most totem spawns are obvious and super convenient to go to. Like they spawn right next to gens. Oh what is that? My hex totem is right next to the survivors' objective. Surely they won't cleanse it when they have to go there anyway.

    Even that wouldn't be as much of an issue, if survivors didn't have such a good chance to spawn right next to a hex totem and cleanse it in the first 30 seconds of the match.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Well, a base Corrupt for totems could be nice. Kind of like that Dracula perk, or does that only block chests?

  • theonryo123
    theonryo123 Member Posts: 187

    I agree that survivors should remember totem spawns as part of skill expression, but the problem is that hex totems are often placed in really bad spots. If a hex totem spawns right next to a generator, survivors will naturally find it while doing their main objective. It’s not even about totem hunting it’s just in their way.

    On top of that, survivors spawning near a hex totem at the start of the match is just bad design. It removes the risk/reward of running hex perks if they can be cleansed within the first 30 seconds. Totems should be harder to find in locations and not in places where survivors are guaranteed to go. If hex perks are supposed to be high-risk, high-reward, the spawns need to support that balance instead of making them feel like a gamble

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428
    edited March 2025

    Sometimes they spawn in really out of the way places, and sometimes they spawn with a flashing neon sign above them. But it's just another way in which RNG matters more than skill in this game. As a surv, I almost feel bad for the killer when I spawn quite literally on top of a lit totem.

    But TBH I also feel like killer is stronger now than it used to be, and it isn't as big a deal as it once was. 3-4 years ago when the game was heavily skewed towards surv and totem value could make or break a match, it felt pretty bad. Especially after Undying was nerfed.

    But now losing something like Ruin in the first few minutes doesn't feel as much like doom as it once did.

    That said, having a totem blocker active for the first 2-3 minutes seems like a fair idea. You shouldn't be guaranteed value for the most of (or the whole) match, but losing a totem in the first 60 seconds is probably a bit much. Also, I don't think they totems should be too hard to find, but some of the really out in the open spawn sites should be removed.

    Post edited by Thusly_Boned on
  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291
    edited March 2025

    It's 2025, Huntress Lullaby is better than Ruin in terms of regression, and that is saying something. I would only bother using 3 hex perks: Plaything, Pentimento, and Devour Hope.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 2,273

    I was using Ruin last night with Haunted Ground. The Ruin was too tempting to leave alone so most games Survivors would accidentally cleanse a Haunted Ground totem (2/3 totem chance).

    What if as a basekit option one totem starts as a basekit lit “hex totem” that does damage or a debuff or something when cleansed? That way a perk slot doesn’t have to be used on Haunted Ground.

  • SAWII
    SAWII Member Posts: 343

    That's the risk of running hex perks. Undying and Thrill of the Hunt and Dominance exist. If Ruin (or nearly any Hex) had guaranteed value like you want, it would be a disgusting perk.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    At minimum, totems should not be allowed to spawn immediately next to generators. I played a survivor match yesterday and the killer’s hex totem was just about touching a generator. It’s been a problem for years and BHVR still hasn’t fixed this.

  • Dadeordye
    Dadeordye Member Posts: 466

    That would be better than nothing, but this wouldn't keep the surv to remembering where the HEX is and coming back after the block timer expires to cleanse it.
    I think a better idea is to make HEX totems effects be active at the start of a trial as it is now, but only light up a minute after the match started and, of course, light up only on available totems to prevent the low chance of a surv spawning close to one and proceed to cleanse or bless it.