Pop Goes the Weasel vs Hex: Ruin
Ok so first of all some math reguarding Hex: Ruin
Every second you have an 8% chance of triggering a skill check while repairing a generator.
Since a gen is 80 seconds that means on average you will trigger 6.4 skill checks.
Each skill check is either a 5% or 2% progression loss (depending on if they hit a great or not) or a 12.8-32%
For our purposes I'll assume a 50% great skill check successes rate which is 22.4% per gen.
That's over 5 gens so that's 112% regression over the course of the game assuming ruin isn't cleansed. Seeing as that's an entire extra generator it's easy to see why ruin is so important. I'll round it up to 125% to take into account the fact that survivors will hit more skill checks due to the additional time required to complete a generator.
In any case. It's almost (but not quite) as good as using PGTW on every generator in the game once. Of course your mileage will very depending on how good the survivors are but 125% makes for a decent estimate.
Now that that's over onto the comparison!
Pop Goes the Weasel:
Pros:
- You can get more total regression after 5 hooks. At 7 hooks it's better than every survivor only hitting good ruin skillchecks.
- It can't be lost mid match
- It's more effective at stopping multiple survivors rushing the same generator
- Punishes gen tapping mid chase
- Most effective on small maps where you can quickly get to any given generator
Cons:
- You have to take the time to go to a generator
- You might waste uses of it if you can't kick a generator in time or if you hook another survivor before kicking a generator
- You might not get the full value out of it if the generator is less than 25% worked on
- You can't kick generators that are already regressing
- Requires you to down a survivor first
Hex: Ruin:
Pros:
- Survivors searching for Ruin are not working on generators. This effect is impossible to properly quantify
- Can provide a better slowdown for low tier Killers or Killers without much mobility
- Can sometimes cause survivors to miss a skillcheck entirely
- Has a more reliable early game slowdown effect
- Most effective on large maps where it takes awhile to find the totem
Cons:
- You only have 3 perks if Ruin is cleansed early
- Is less consistent against good survivors who can hit the great skillcheck
- Gives you an extra objective to patrol
In general. PGTW is more reliable, however if survivors are searching for Ruin then the slowdown effect is amazing.
As you face better survivors both perks become worse. PGTW obviously won't help you if you are looped for 5 generators and Ruin has only a 64% slowdown effect if the Survivors are consistently hitting greats.
If you are comfortable with your Killer I'd say use PGTW, but start with Ruin while you are still learning the Killer.
That or just run both of course. They are both great perks.
Comments
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im gonna equip sloppy over both of them though..
i mean, they eigther take really long to heal OR they stay oneshotable the entire game, greatly shortening my chases.
ruin is way too easily found and destroyed and PGTW is situational, but can easily help you defend that 90% gen...
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I love me that Thana/Sloppy combo. I use Ruin for the extra x seconds in the beginning of the match, but Thana/Sloppy is where the real stall is at. When I'm feeling devious, I also run overcharge and just straight up patrol. I think I get why some people hate me now. xD
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I would also like to say that Killer's who require set up favor Ruin over PGTW.
By that I mean Hag, Trapper, Myers and Plague
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Erm you've missed the strongest part about Ruin, the fact that hitting a good skill check pauses any progress possible on the gen for several seconds (I don't actually know how long it is exactly), for every person on that gen. That's huge.
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Evil ;)
Personally I think Thanataphobia should be 5% instead of 4%.
With everyone injured that's a 20% slowdown per survivor which is... not that much
If all 4 survivors are injured for the entire game then that's 120% slowdown. Which is great of course, but compared to Ruin and PGTW doesn't actually amount to that much.
That being said Thanataphobia does have the very important effect of slowing down actions besides Repairing. Which is why I want 5% instead of 6%. 24% slowdown for gens is fair but 24% slowdown on everything? A bit much I think.
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You missed one of THE biggest strengths of Ruin. It's not the actual regression amount, it's the couple seconds where progression freezes and you can't work on it.
Without that it would be A LOT worse.
The time they spend looking for the totem is a lot of the time worth much more than the actual regression time.
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Mate, I'll take ANY buff to Thana no matter how slight. That's how much I love running it, so underrated at times. :O
That little slow-down with Ruin up, slow healing from sloppy, maybe throw on something like overcharge and just watch them panic. xD It doesn't matter that mending is ######### (I run this religiously on Legion), it actually stacks up to give that needed pressure. Another reason I'm a bit loathe to switch out Ruin with Pop, but I might just run that off as a possible fourth instead. Thanks for the idea! 😈
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i just want it to count for dead survivors aswell..
is that so much to ask for, devs? Dx
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Oh yeah I forgot about that.
So I looked it up and it's 2 seconds or 1.6% for a total of 6.6%
Anyways, it doesn't change my final conclusion since good survivors will eventually be hitting greats which is about the time you would want to switch to PGTW regardless.
Thanks for reminding me through
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Plus there's a lot to be said from it being active immediately and requiring 0 input from the killer...
k I'll stop now :]
PGTW is definitely a decent perk now, and I think it's overall healthier design than Ruin. I also can't be the only one that finds it super satisfying to kick a gen with it.
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