Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Do you agree with this proposed ruin rework?
The problem currently with ruin is that it's either OP depending on it's spawn and survivors rank and skillcheck hitting skill or way too bad. I think this rework should change the perk and community's outlook on the perk.
1 - great skill check window should decrease by about half, and should be placed in the middle of the skillcheck (since it's just too easy to hit great skill checks but also taking away risk of blowing gen for low level survivors)
2 - missing skillcheck should regress more of the generator but not pause it. (that way groups can barrel through it slightly faster if someone isn't hitting the skillchecks)
3 - If the killer has an unlit totem at the start of the game ruin has 2 totems, after cleansing the first one the great skillcheck window becomes three times as large (This way the killer can't camp a lucky ruin spawn and force a loss on the survivors, and the perk isn't useless if found immediately)
altogether everything proposed will give ruin a milder but longer lasting and less RNG heavy effect throughout the game and the perks effects will sort of be the same despite playing low or high level survivors. LMK what you think
Do you agree with this proposed ruin rework? 33 votes
Comments
-
No, this is a bad idea it doesn't need a rework
No
killers actually camp ruin? if the killer camps ruin, repair, just like when killers face camp survivors, repairing with ruin is not impossible, survivors tend to forget that.
(imo, ruin should work like it did back then, when depending on the tier of the perk, it affected some survivors, but not all of them)
4 -
Yes, this is a good idea
By camp I meant the totem and a good 3 gen setup, I've won games with a 3 gen setup by simply patrolling the 3 from the start when they were near a ruin, this suggestion was meant as a buff for high rank killers using it and also a nerf for low rank killers using it
0 -
No, this is a bad idea it doesn't need a rework
Most of the time I have ruin, it doesn't last a minute, and if it does... it's a rare case of just dumb luck. It's a totem designed to buy time, not last the game. If you want a totem to last a game, use Devour or Huntress' lullaby instead.
0 -
Yes, this is a good idea
it won't last the whole game, it'll last much longer than it does currently but it's not as strong as it is currently
0 -
No, this is a bad idea it doesn't need a rework
What rank do you play at...? Only asking because there definitely is an increase in the amount of times a totem is broken as you get higher up.
0 -
Yes, this is a good idea
Hit rank 1 multiple times I tend to hover around 6 though for simplicity's sake
0 -
No, this is a bad idea it doesn't need a rework
Well, then people work through it and it doesn't need a nerf. My experience at higher ranks is that if people see it they destroy it, then the game gets harder from there. If they don't find it they'll work through it. That's why you see people exchange ruin for Corrupt intervention or Pop Goes the weasel, because they all do similar jobs.
0 -
Yes, this is a good idea
That's what this change does... it makes it harder to work through it, but also punishing the survivor less for hitting what would be 1/2 great skill check, also doesn't punish low rank survivors who can't work through it since the perk is pretty hard to work through but isn't extremely bad if you can't
0 -
No, this is a bad idea it doesn't need a rework
I still think that doesn't need to happen. At least on console. Then again, that's the difference I suppose. Maybe you play on PC and I don't. : P
0 -
Yes, this is a good idea
What would be different on console?
0 -
No, this is a bad idea it doesn't need a rework
Well, the delay for skill checks, lag, and other control issues would be the biggest impacts. Less precision, so there are more R1 survivors that have trouble dealing with ruin than those on PC.
0 -
Yes, this is a good idea
Then this change would help them? IDK why you think this change is making it harder for people who can't hit skillchecks the whole point of it was to do the opposite (harder to hit great skillcheck, when not hitting it doesn't pause the gen so teams can complete a gen faster than if they were solo, placed in the middle for people who have trouble hitting it, after clearing first totem great skillcheck is 1.5x bigger than normal)
0 -
No, this is a bad idea it doesn't need a rework
Ruin is fine as is. The main problem with ruin, and any Hex perk, is that it's pretty common for survivors too spawn on top of it and break it in 5 seconds of the match. Survivors should not be able too spawn on top of it, and totems should not spawn next too a gen.
0 -
Yes, this is a good idea
So this proposal changes it if it gets broken quickly to still give an advantage
0 -
No, this is a bad idea it doesn't need a rework
Yes, but everything else about it is a bad idea and not a good change IMO.
0 -
No, this is a bad idea it needs a different rework (give ideas for different rework)
The only part I like is the regression amount being increased and the pausing being removed.
0 -
Yes, this is a good idea
why?
0 -
No, this is a bad idea it doesn't need a rework
Ruin is fine as is...
heck it's hard to even find now a days...
0 -
No, this is a bad idea it doesn't need a rework
Because it's un needed. Ruin right now is fine, and really doesn't need any change. How totems work in general is the problem IMO. Having a survivor spawn on top of Ruin or devour or Lullaby is just stupid because you waste an entire perk slot.
0