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Remove ruin?

Brainfck
Brainfck Member Posts: 18

I just had an idea. Why don't we remove ruin entirely from the game and find a way to directly implement it into the game? Ruin in high ranks is a nessesity so you basically can only experiment with 3 perk slots unless you leave ruin out and get your ass kicked. Coming up with new build ideas and experimenting with builds is where a lot of the fun in dbd comes from but having to rely on ruin holds you back a bit.

So instead of having a perk that slows down repairs why aren't we making repairs slower or harder in general? I'm not a game designer so I don't know the best way to do this but there has to be a way that satisfies everyone. How about repairs take longer and once in a while a hard skill check will appear? Just an idea.

I really don't wanna have ruin in my builds forever but I also don't wanna lose every game.

I hope the devs see this and really think about it but a conversation on the comments would be ok too I guess.

Comments

  • LastShoe
    LastShoe Member Posts: 1,183

    "How about repairs take longer"

    NO. Repair are already boring... we need additional objectives that won't be focused around holding m1... someone suggested filling up the generators with gas once... someone else suggested collecting generator's parts, which would also impact how brand new part works like.

  • rch614
    rch614 Member Posts: 551

    Ruin is a tricky one because 1) Making us hold m1 longer is not the answer and is poor design and 2) Making Ruin baseline punishes newer players way too much.

    Ruin is powerful enough to justify a hex perk, they just need to make totems in general better. Second objective is another good route, but I'd want totems to be completely fixed first.

  • KaoMinerva
    KaoMinerva Member Posts: 451

    Collecting parts and getting fuel are what we need.

  • Jimsalabim
    Jimsalabim Member Posts: 641

    remove the gens and make something more exciting you have to complete as a team. find/ collet parts, make something... nothing more annoying than the sound of popping gens left and right and getting stressed out the moment you are running out of time

  • blue4zion
    blue4zion Member Posts: 2,773

    If repairs become longer, they need to make more interactions while doing generators. The single basic skill check is a joke after awhile.

  • WildDovami
    WildDovami Member Posts: 56

    Repairing gens takes long enough. It's boring. If you make it longer you will probably get people dropping out.

  • SoylentPixie
    SoylentPixie Member Posts: 1,192

    I'll be honest, I'm one of these freaks that doesn't mind ruin because I treat totems like a second objective, though I'm quick to admit it's not the most interesting one. There has been a lot of ruin and NOED lately (and i do understand why, so not complaining that people are using them) and in response I started using small game and the occasional map. Its worked well so far.

    However...

    I do agree another objective would serve better to slow down the game. As pointed out, slowing down the gens just isn't going to be all that interesting, and yet I also agree that having to allocate one perk spot on a hex just so you don't get gen rushed is something that needs to be looked into. Because eventually that ruin is going to be found, and sometimes that might be less than a minute due to bad luck or a sneaky little bugger like me.

    More objectives would slow down the gen rush, and will be preferable to gens that just take longer. Nipping the gen rush in the bud will give killers a better chance and free up that perk slot used for ruin. Some might disagree, but another objective is a bit of a no brainer for me, because it's clear that not everyone wants to hunt totems. I've even had people yelling in my messages about my totem hunting despite the killer having both ruin, and a NOED that didn't proc in the end game.

    Shrugs

    Sometimes you can't win whatever you do lol

  • Papamodzz
    Papamodzz Member Posts: 57

    Yeah its not a nice feeling when your doing so good in a game just to have the killer hit you with that noed lol i use small game treat totems first cause usually randoms dont care for them and aswell for ruin or devour etc

  • Papamodzz
    Papamodzz Member Posts: 57

    i would say just fix the totem spots tbh i play surviour mostly theres been many many games where i load in and small games go off while its loading the match and boom ruin in the open or on a side of a hill like a dam beacon lol

  • DBDbuildsYT
    DBDbuildsYT Member Posts: 1,042

    I would love to see a revamped scenario, something along these lines.

    There are items scattered around the map and survivors need to gather them to build an escape route at specific areas of the map.

    BUT they will have different choices, one could build a small single person escape route at the cost of some of the non renewable resources in the map.

    The survivors may decide to use more resources and build a two, three or four people escape route BUT in doing so they will risk the killer catching them.

    This would really build tension and also introduce a pvp element among survivors.

    I think this could be so good.


    Also the game should have different escape routes available, think about f13, you can escape by boat, car or by calling the cops, it's quite fresh

  • SoylentPixie
    SoylentPixie Member Posts: 1,192

    Totem placement should have been sorted a long time ago to be honest. Some of the spawns are actually really tricky if you don't have a map on hand, but others might as well be waving their arms and jumping up and down for all that they are visible. I've had more than one game where i have spawned literally in front of one.

  • Papamodzz
    Papamodzz Member Posts: 57

    Usually have the map in my head and remember where some sneaky hex spawns like the game in the ice room in the corner is very well hidde imo