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I thought of a potential Ruin rework

I had an idea for a potential change to Ruin if they were to ever rework it from a totem perk, I was thinking the whole point of Ruin is to slow down generartors before it gets found and ultimately cleansed, the problem of course is that most of the time it is cleansed almost immediately or (albeit rarely) isn't cleansed at all.

I personally get very annoyed as Killer when I load into a match and barely have time to patrol the gens before the audio cue blows up telling me Ruin has cleansed, and as Survivor doing gens with Ruin active while not impossible if you're competent at skill checks, or gen tapping, is very slow and would incredibly frustrating if it were to stay the way it is as a regular perk. So I thought of a version of Ruin that worked as follows; When you first load into a game, Ruin will start with 5 tokens, each giving a 5/10/15% penalty to generator repair speed depending on the level. For each Generator that is completed, a token is removed, with the perk being powerless once all 5 generators are completed, I personally think it would make the perk do more or less the same job, slowing down generators and giving Killers time to chase without the fear of multiple generators popping during a single chase and without running the risk of either losing it in five seconds and getting gen rushed or it being so hard to find Survivours can't get generators at all. Obviously it probably isn't perfect, I haven't probably figured out how it would balance well in the current state of Dead by Daylight, but if they ever decide for whatever reason to change Ruin into a regular perk, with some tweaks, I think it could probably be a decent rework, what do you guys think?

Comments

  • Cl0wned
    Cl0wned Member Posts: 6
    Also I'm not even sure this is the right sub forum to post in, I haven't actually posted anything on here before so if it isn't, let me know and I'll take it down and repost it in the correct place.
  • Delfador
    Delfador Member Posts: 2,552

    To be honest with you, I think it is a terrible idea. Currently, completing a generator takes no more than 80 seconds which means that with your perk, it will only take 92 seconds. We also need to remember that we already have thanatophobia and it doesn't help at all. In this current state If you miss a great skillcheck hex ruin regresses the genny %5 and you wont be able to repair that genny for 3 seconds meaning that only for one or two skill checks it has almost the same effect you proposed.

    Of course being able to find the hex totem at the start of the trial is just frustrating but we should not try to solve the problem by making it a lot weaker. What we can do about this problem though is that Killers can be granted the ability to choose whatever corner they want to place their totem.

    Also sitting on generator is very boring to survivors. Trying to find a hex totem is always more fun for me than spending 80 seconds on a generator.

  • Delfador
    Delfador Member Posts: 2,552

    wow wait each token gives %15 generator repair penalty?Sorry i read wrong but still it is just boring and unnecessary. There is already nothing to do in the game rather than repairing a genny and your proposal will make things a lot tedious.

  • AshleyWB
    AshleyWB Member Posts: 4,061
    What if thrill of the hunt was built into ruin. Then you would have a chance to go get dem pesky survivors.  Make thrill of the hunt do something else.

  • Master
    Master Member Posts: 10,200

    @Cl0wned said:
    I had an idea for a potential change to Ruin if they were to ever rework it from a totem perk, I was thinking the whole point of Ruin is to slow down generartors before it gets found and ultimately cleansed, the problem of course is that most of the time it is cleansed almost immediately or (albeit rarely) isn't cleansed at all.

    I personally get very annoyed as Killer when I load into a match and barely have time to patrol the gens before the audio cue blows up telling me Ruin has cleansed, and as Survivor doing gens with Ruin active while not impossible if you're competent at skill checks, or gen tapping, is very slow and would incredibly frustrating if it were to stay the way it is as a regular perk. So I thought of a version of Ruin that worked as follows; When you first load into a game, Ruin will start with 5 tokens, each giving a 5/10/15% penalty to generator repair speed depending on the level. For each Generator that is completed, a token is removed, with the perk being powerless once all 5 generators are completed, I personally think it would make the perk do more or less the same job, slowing down generators and giving Killers time to chase without the fear of multiple generators popping during a single chase and without running the risk of either losing it in five seconds and getting gen rushed or it being so hard to find Survivours can't get generators at all. Obviously it probably isn't perfect, I haven't probably figured out how it would balance well in the current state of Dead by Daylight, but if they ever decide for whatever reason to change Ruin into a regular perk, with some tweaks, I think it could probably be a decent rework, what do you guys think?

    During the BP event I started playing hag with ruin and the amount of games where ruin was gone before I actually managed to get there was insane, Also it isnt really helpful that its quite hard to see the totem aura.

    I would figure that in about half of the game ruin was gone before I made it there to trap it.

    Your idea would do stha gainst genrushing because it would be better for the survivors to focus on a single gen first instead of spreading out and each doing a single gen.

    However, sadly the idea benefits SWF really hard because they can cordinate and simply do the gens as 4.

  • White_Owl
    White_Owl Member Posts: 3,786

    What? To repair the first gen it will take 4 minutes, that's insane and absolutely boring.
    Honestly I think Ruin is fine, its only problem is the totem spawns.

  • M2Fream
    M2Fream Member Posts: 288
    Delfador said:

    To be honest with you, I think it i6s a terrible idea. Currently, completing a generator takes no more than 80 seconds which means that with your perk, it will only take 92 seconds. We also need to remember that we already have thanatophobia and it doesn't help at all. In this current state If you miss a great skillcheck hex ruin regresses the genny %5 and you wont be able to repair that genny for 3 seconds meaning that only for one or two skill checks it has almost the same effect you proposed.

    Of course being able to find the hex totem at the start of the trial is just frustrating but we should not try to solve the problem by making it a lot weaker. What we can do about this problem though is that Killers can be granted the ability to choose whatever corner they want to place their totem.

    Also sitting on generator is very boring to survivors. Trying to find a hex totem is always more fun for me than spending 80 seconds on a generator.

    I think your math is off. 15% x 5 = 75% longer
    80 seconds × 75% is  additional seconds, so

    155 for the first one
    140 for the second one
    125 for the third one
    110 for the fourth one
    95 for the last one




  • Russ76
    Russ76 Member Posts: 306
    My thought is let's see what changes are in the works before we continue to buff killers.  a change like this maybe necessary but as I said let's see what comes out of the PBT first
  • Chaemeleon
    Chaemeleon Member Posts: 24

    I think it would be cool if Killers could interact with totems as well. For instance: no hex perks begin their effects automatically and similarly aren't lit right in front of survivors faces. The killer can then go find a hex totem or even "place" a hex totem in a spot of their choosing and activate the appropriate hex. Johnny on the spot kind of idea I just had but maybe we can tweak it here so it could be viable?