Hex:Ruin is a big joke

Even with thrill of the hunt combo. If both hex totems are found in the beginning, you can not save both anyway. Ruin has to be removed as perk and made as standart speed for genrepair. This perk takes a whole slot, for being utterly useless so often, but most ppl run it, without you have deffinitely low chances of winning.

Comments

  • FearlessHunter
    FearlessHunter Member Posts: 546

    I found that Ruin is much more effective on consoles then it is on PC as it is much difficult to hit great skill checks on console. Obviously it depends on how fast ruin is found but PC players can normally push through ruin anyway.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    We need better totem spawns. Totems spawning right next to gens so that survs don't even have to look for them is definitely too much.

    I don't think the effect of Ruin should be base-kit.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    ^ What he said.

    You know the risk when you run a Hex perk, it's up to you whether you want to take it or use something more consistent.

  • Liruliniel
    Liruliniel Member Posts: 3,051

    I just look at ruin as a joke anymore and work through it. When I got a new TV I noticed the delay between me hitting the button and the response time to stop no longer existed. Than proceeded to play in a KYF with ruin up to do skill check training. Still muscle memory screws me up once in awhile.

  • GodDamn_Angela
    GodDamn_Angela Member Posts: 2,213

    Base-kit? No thanks.

    If you find Ruin is getting removed quickly/immediately then maybe you should try a different slowdown perk? Maybe try Corrupt Intervention? This would also free up your Thrill of the Hunt perk slot for something else.

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    I'm gonna touch all your totems. I cannot tell you how many games I've had where I single-handedly touch your ruin and all the dulls so there's no NOED either. High risk, high reward. Maybe try running other perks that affect gens besides Ruin?

  • LordRegal
    LordRegal Member Posts: 1,551

    I find Ruin to be the most unreliable slowdown perk in the game. It’s the only one that can both be removed and can be ignored through optimal play. You can’t ignore or remove Corrupt, Thrilling Tremors, or Pop. Thana and Dying light can be removed through healing/one person dying, but they can’t be ignored. As a result I don’t tend to bring Ruin. Do I get games where gens fly too quickly? Yep. But the way I see it I wouldn’t have won those anyway with how efficient people were. I’d rather lose quickly and move to the next game in those situations.

  • Mikeasaurus
    Mikeasaurus Member Posts: 2,327

    This is why I run Surge and Thrilling Tremors so I can both damage and block Gens for a little while. Surge may not be fantastic, but it really helps when those Gens get blocked off, and it's saved me many times!

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784
  • Aura_babyy
    Aura_babyy Member Posts: 583

    Ruin can just be such a wasted perk slot anyway.

    If you run Thrill just to protect it you rely on it too much. What, do you DC when it's gone first minute of the game? I get killers that will DC after ruin is gone because they find the perk to be such a crutch.

    You can definitely do good without it and your chances of winning are not brought down significantly enough for it to matter.

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    Yeah Surge has ruined my life many times, especially since we Survivors fail skill checks when letting go of gens so often. Surge forces me off and then I instantly fail another skill check for letting go of the gen...

  • jokerdude23_
    jokerdude23_ Member Posts: 102

    Ruin being base is too powerful, however ruin is not very good as its either destroyed right away or the survivors can hit great skill checks, you'd be better off running Huntress lullaby or PGTW as they both reward you for hooking and doing your job and if used correctly are both more devastating than ruin.

  • Mikeasaurus
    Mikeasaurus Member Posts: 2,327

    If I ever encounter you in a match, I apologise in advance ;)

  • SquidFacedMan
    SquidFacedMan Member Posts: 148

    Ruin is a difficult perk to "fix" because for more casual players its quite devastating but as others have said higher ranks tend to work through it. I tend to find working through it harder to do depending on the map and how much the killer patrols but that's just personal experience/skill level.

    If Gen times increased (which i'm for to a degree) Ruin would need to be nerfed or do something else entirely.

    As others have said try running some other perks that slow the game down. Sloppy, Thana, Corrupt etc.

  • Might_Oakk
    Might_Oakk Member Posts: 1,243

    Ruin is a bad mechanic. It is very strong vs new players and has little effect vs experienced players who know totem spawns + hit skill checks.

    Ideally they would add an early game slow down mechanic ie. finding tools and then rework Ruin into something more new player friendly imo.

  • Mr_K
    Mr_K Member Posts: 10,542

    For the game as a whole, Ruin has had the adverse effect of speeding up generator time.

  • Stitch7833
    Stitch7833 Member Posts: 632

    if they was smart they would just slow gen speed down and change ruin, that way every killer doesnt run it, it doesnt mess over not as skilled survivors who cant hit greats and totem spawns wont matter as much. its bad that killers feel they need to run a perk and if people cant do it then free killer win, gens shouldnt feel rushed without ruin and thats the problem

  • ImLeslieKetamine
    ImLeslieKetamine Member Posts: 119

    It's RNG, some games you lose it in 15 seconds, other times you lose it after ten minutes.

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,586

    With that logic all hexes are jokes because they all stand an equal chance of being found and destroyed early.