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Is ruin a wasted perk slot?

I run ruin on almost all of my killers. But I find it a wasted perk slot because it gets cleansed fast or it gets found in the early games real fast:(


What should I replace it with?

Comments

  • snowflake102
    snowflake102 Member Posts: 2,188
    edited September 2019

    Ok thanks just wasn't sure if it was a wasted slot or not.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Against bad survivors: "Yes."

    You don't need any perks/addons or any specific killer to beat bad survivors (who can be found at any rank including rank1).

    If it gets destroyed in less than 1 minute: "Yes."

    If it gets cleansed in less than a minute (typically 30 seconds give or take if it's a bad totem spawn) you're basically playing a 3-perk game with nothing to slow the game down unless you run a backup perk like PGTW.


    Against decent survivors and with a good totem spawn: "Not a wasted perk slot at all."

    Even Elite survivors like Puppers mess up skillchecks here and there as long as Ruin is up.

  • Awakey
    Awakey Member Posts: 3,145

    Kind of...?

    It's a preference thing.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    It's not a waste, but it's risky. PGTW doesn't replace Ruin. They serve different purposes. The whole point of Ruin is to get someone on the hook before you lose a gen or two. PGTW won't allow that to happen. The question should be: would a perk other than Ruin allow me to end my first chase quicker?

  • snowflake102
    snowflake102 Member Posts: 2,188

    Should I replace it?

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    Nah. Even if it gets cleansed in 1 min, thats 1 minute where at least 1 person didnt do gens.

    Agaisnt bad survivors ruin pretty much garantees iridescent in gen protection by itself. Can't be a waste if gets you a pip right?

  • GrootDude
    GrootDude Member Posts: 14,110

    Not necessarily a waste but PGTW is better imo.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    The thing is if they're bad you're gonna be hooking non-stop anyways while they rest is healing in some corner even with Sloppy Butcher allowing you to easily pip anyways so Ruin isn't really needed against "that kind" of survivors.


    I always run Ruin because you never know what kind of survivor you go against. If I went against bad survivors and I knew it beforehand I would probably run a "fun perk" instead of boring Ruin. I'd rather run something that "could" result in some funny jumpscares like Tinkerer but let's be real - it's totally useless on Bubba due to "average mobility".

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    Replace Ruin. It's useful in 20% of the matches and that's not enough.

    You don't have to replace it with PGTW. You can use other perks that help you buy time: These can be perks that you help you shorten chases or perks that increase healing time (a lot of survivors still heal and don't wait for Adrenline).

    Slugging can also buy you a lot of time. Infectious Fright + KO are actually great perks on every killer.

    Last but not least, if you get genrushed, Bloodwarden is a nice surprise at the end of the match. As long as you don't play Freddy, survivors usually don't expect you to run that perk.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
    edited September 2019

    I find PGTW more effective IMO. With that being said, that also depends on your ability to catch a survivor, if you have trouble during chases I wouldn’t recommend it.

  • altruistic
    altruistic Member Posts: 1,141

    Please keep running Ruin. My Small Game is hungry.

  • Seanzu
    Seanzu Member Posts: 7,525

    Depends who you ask, the forum is an interesting place.

    On one hand, we have killers complaining that ruin is gone in 30 seconds.

    And on the other, we have killers saying it's mandatory for every killer to do well.

  • Boss
    Boss Member Posts: 13,616

    Mmmmmm no, not wasted.

    It's a boring one though.

  • brokedownpalace
    brokedownpalace Member Posts: 8,813

    Nobody likes to acknowledge this contradiction.

    And op, why don't you try a different build? Anyone who rigidly sticks to only meta perks is severely limiting their fun and doing little to get better at the game. Find out what works for you.

  • Bongbingbing
    Bongbingbing Member Posts: 1,423

    Ruin is highly situational which is why people complain it goes in 30 seconds and also say it's a must have perk. It all depends on the RNG of the totem spawn and if/when a survivor sees it.


    In my opinion in high ranks it's most of the time a waste, Either survivors get the skillchecks and power trough or it's found and taken out right away which is the case most of the time, You'll get more value out of Pop goes the weasel but it's up to you.

  • oxygen
    oxygen Member Posts: 3,335

    Depends on what you want from it.

    If you want it to stay up and consistently slow the game for a long time then you're probably better off trying alternatives as the times when it's found super early will frustrate you.

    If you feel that it being up for even 30 seconds can let you get a down and get the ball rolling with less gen(s) lost then it's probably worth it for you. Survivors are at their absolute strongest when no one has any reason to do anything else than generators, once someone goes down the game changes. Losing 1 gen + ruin in that time is way better than losing 3 gens.


    And equipping it and expecting it to borderline freeze gen progress is a recipe for disaster too. Even if people missed every skillcheck they will get gens done if they're left to do so. And I see people surprised by survivors being able to do anything through Ruin more often than I should.

  • Kilmeran
    Kilmeran Member Posts: 3,142

    I actually thought about unlocking Ruin since I have the BP now to do so. After a lot of thought, I decided against it. It's not really going to fit my play style, and I think I might be able to get better mileage out of other perk combinations.

    Now, I'm not purple or red ranked and also not very experienced in DbD gameplay, but for me, I'm going to skip it. I'm also not a fan of Hex Totem perks in general. Too much spawn RNG for my tastes, when I can run more consistent perks or perk combinations.

  • Shaped
    Shaped Member Posts: 5,906

    I don't think so. I prefer it over Noed, which I consider a waste.

  • Mc_Harty
    Mc_Harty Member Posts: 3,293

    Weasel is better for stall. Ruin is just a lazy perk half the time.

  • JnnsMu
    JnnsMu Member Posts: 249

    It isn't. Even when it gets cleansed, the survivors have spent time looking for it. Even if they hit every Great Skill check, it at least prevented the bonus progress. It can feel bad to lose Ruin early but it always does at least something and it just makes games a lot less stressful by giving you some time to hook someone before gens start popping left and right.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    Idk... hexes can be fun.

    It feels so rewarding when you manage to protect devour hope until 5 stacks.

    Same with lullaby, only a bit less since you can't really act on it, it's passive.

    When haunted grounds blows up at just the right time...


  • Kilmeran
    Kilmeran Member Posts: 3,142
    edited September 2019

    @Weck I imagine that's true once you know the game. Now, even though I post at the forums a lot because I really do like a lot of the folks here and it beats the hell out of Facebook (which I really only use for my author career anyway), I didn't get into DbD until the June 2018 Steam Summer Sale.

    Because Overwatch was my primary game from launch day in May 2016 until a few months ago when the wife and I just had enough of that development team, I have less than 100 hours in DbD.

    Dead by Daylight is my primary game now, but given that I need to publish several novels a year for readers, play time is still limited. So, I still have a long way to go to juggle different things in a match. I think for me, as I learn the maps, learn when to chase and when not to, learn how to apply pressure as different killers, also protecting a Hex Totem might not work so well right now.

    Baby steps, as they say. 😁

    My highest rank ever was 12, and I got there way too fast. It happened during one of the free weekends when we had a ton of new players and matches were far too easy. Usually, I hover between 17 and 15 or so. Due to not playing for months, I'm currently reset to Rank 19. And I imagine on my limited play time right now, I won't climb too far because I also want to learn survivor and unlock perks over there. So, it'll already be a split play time.

    I will eventually rank up, and of course my preferred builds will change as a result. But I don't want it to happen too fast. I need to learn a bit, first. I feel that in these low ranks, Ruin will be easy pips. And I don't want pips because of a single perk. Otherwise, I know my play style after 40 years of gaming: I'll become reliant on Ruin, on purpose or not, and then suffer at the higher ranks.

    I hope all that made sense.

  • Chickenchaser
    Chickenchaser Member Posts: 391

    Sometimes i think it's a waste when it's destroyed 5 seconds in, or they just hit perfect skill checks. And other times it really slows things down. ruin Is unreliable. it's a complete gamble.

    I think ruin should be reworked so it's not so unreliable.

  • Jakojo
    Jakojo Member Posts: 214

    It's a huge gamble. There are survivors who know totem spawns, get a few of those players in your lobby and your Ruin is TOAST. Also, sometimes people spawn on it. PGTW is really good, I think better than Ruin, but it requires you to hook someone. PGTW allows you to start snowballing once you cracked a few gens.

  • HP150
    HP150 Member Posts: 455
    edited September 2019

    Everyone swears by Ruin, I just don't see it. It either gets cleansed immediately, lasts a single down or gen, or survivors power through it hitting like 90% of their great skillchecks. At least in my games.

    I'd prefer to buy more time by being able to end chases quicker with Brutal Strength or even Bamboozle. Or a tracking perk like Whispers. The quicker you can engage in a chase or end it the more pressure/stalling you're applying.

  • Raven014
    Raven014 Member Posts: 4,188

    I don't expect Freddies to have that perk either. It's just too situational.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    I feel that Freddy is the only killer where sometimes survivors leave early because they are afraid of Bloodwarden. Happens super rarely with other killers.

  • Just_Playing
    Just_Playing Member Posts: 156

    Ruin is a RNG perk it can give you some time but if it's destroyed in less then a min it's useless.

  • Leonardo1ita
    Leonardo1ita Member Posts: 2,317

    Ruin is a wasted perk slot against godlike survivors. They always hit great skillchecks

  • Attackfrog
    Attackfrog Member Posts: 1,134

    It's wasted at high ranks. SWF will pop it really quick (and you will only face SWF at high ranks). You will get one down if you are lucky. Any more than that you aren't facing SWF and if you are high rank facing solo survivors, you shouldn't have gotten this far into game.

    At lower ranks, it does ok! I build my doc around it. Sometimes it's great. Sometimes it blows. It's a gamble, like all perks.

  • Mochan
    Mochan Member Posts: 2,886
    edited September 2019

    Ruin is not a wasted slot, it is effective half the time, gone fast a quarter of the time and super effective and wins you the game the remaining percent.

    Believe me, if all killers stopped using Ruin I'd be happy. Trying to power through ruin is a pain in the ass and not enjoyable. The sad truth is 90% of my games killers still pack Ruin.

    But by all means. Stop using Ruin. PLEASE. I beg of you. It is one of the most annoying perks to go up against.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    One other thing I'll add about Ruin: when I play survivor, if I don't see Ruin, you're going to be kicking pallet after pallet to start the game and 3 gens are going to pop before the first hook. No Ruin = infinite pallets relative to gen speed, assuming teammates are working on gens. Ruin forces survivors to actually be efficient with resources as long as it's up. As a killer, I make builds for the worst case scenario, i.e. everyone is a strong looper, they're spread out on gens, on comms, etc. You can't ever have 4 people on gens against good survivors. I don't care if it lasts 20 seconds. I just need to smack somebody before it gets cleansed.

  • Liruliniel
    Liruliniel Member Posts: 3,047

    Ruin is a highly unique perk in what it does. It guarentees that a gen will last the entire time it would normally take to finish a gen without great skill checks. Unfortunately it's downsides are that with it being so common great skillchecks are not hard anymore to achieve and the fact it's a totem makes it highly inconsistent. Honestly ruin last the game for survivors who are not good while it rarely last for the survivors we need it against in the first place.

    I would recommend trying out new perks in the slots you not use Ruin. If Ruin is a time based perk then you should look into other perks that are more consistent about that or learn to play without it.

    I personally believe Ruin hurts a killers growth more then helps. It let's you learn the basics with a peace of mind, but you get used to it and you start to just expect it to be there when it starts to dull your instincts on other stuff.

  • Mister_xD
    Mister_xD Member Posts: 7,669
    edited September 2019

    so to answer your question:

    ruin is an exceptionally great perk when you wish to slow down the start of the trial, yet after it has been found, its a useless perk. thats the risk.

    i personally stopped running the perk a while back, as it just gets destroyed too fast the higher you go in ranks.


    now, since you asked which perk you should replace it with, here some ideas (NOTE: none of these perks will allow you to slow the game down as effectively as ruin does):

    • Sloppy Butcher - they eigther spend a lot of time healing or they are oneshot
    • Pop Goes The Weasel - if you can hook players fast
    • Corrupt Intervention - again, will only last for the start of the match
    • Thanatophobia - when you can injure them fast
    • Discordance - so you know where to pressure
    • Overcharge - if they cant hit skillchecks
    Post edited by Mister_xD on
  • ArrowTheGreat11
    ArrowTheGreat11 Member Posts: 306

    Ruin is good for setup. Not every survivor likes to sit there for 12 minutes hitting those skill checks, so they’ll leave the gen to find the totem. That gives you enough time to find at least one survivor and begin chase before a gen is popped. You can run Thrill of the Hunt or Haunted Ground if you want to protect the Ruin, or Corrupt Intervention to bring survivors closer to you

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    Use Corrupt Intervention, slows the game down a lot more then Ruin in most case. Pair them up and you'll have them either waiting 2 mins for a gen before realizing ruin is on the field, or them scramble for gens and ruin at the same time.

  • ColonGlock
    ColonGlock Member Posts: 1,224

    I would never run a perk that can be taken from me. I would rather have 4 perks every game.

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703

    All depends how well hidden it is 😃

  • tortrader
    tortrader Member Posts: 539

    "I actually thought about unlocking Ruin since I have the BP now to do so. After a lot of thought, I decided against it. It's not really going to fit my play style, and I think I might be able to get better mileage out of other perk combinations."


    If the only way you're going to get ruin is through buying it you'd be stupid not to have it as an option. If it's in the shrine call in sick to work for a day and grind out enough shards to get it, because it might take a year for it to reappear.

  • shalo
    shalo Member Posts: 1,535


    It's a gamble, just accept that gambles often fail.

  • TheGorgon
    TheGorgon Member Posts: 777

    Discordance and Pop are a deadly combo. With characters like Billy, Nurse and possibly Spirit, it really isn't needed because you have a lot of map pressure. On killers who don't have the greatest map pressure, IE; Leatherface, the perk is needed.