RUIN is not worth to be HEX anymore
Ruin, third seal, devour hope... These Perks are strong. Very strong. Therefore BHVR introduced the hex mechanic, destroying the totems disables them.
The NEW RUIN isn't that strong anymore and not worth to be a hex perk. It should be a normal perk like any other aswell.
Btw, even with that I wouldn't use it anymore. Its to weak.
Besides the fact that this perk makes 3 gen hostage situation even more painful to deal with then it already is.
Nope, BHVR u are making to many wrong decisions lately. U killed Nurse, then oni, now ruin. Not much and I will drop dbd. U aren't addressing the issues but make the game more and more frustating.
Comments
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“hIgH rIsK hIgH rEWaRd” - yeah not exactly.
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It was actually never a high reward unless against potatoes. But then again, do you even need perks against potatoe survivors?
Strong survivors had no issue to ignore ruin the whole match and pump 5 gens. But at least it removed the bonus progress and made gens a bit slower even when you hit all great skillchecks.
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It's same with Huntress Lullaby, a perk that's not worth being a Hex.
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New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
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Do you guys actually play this game? Ruin. Doesn't. Make. It. To. The. Late. Game. No hex perks do against anyone with half a brain. Get real.
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It is still weaker late game than it was, and it will never see late game at all anyways.
I mean if it would at least last longer than bloody seconds maybe, but it won't even make it that far.
Maybe if the totems were not lit...then it would add time since they would break multiple totems to find it, slowing the game down a bit by that nature. They could still get it and deny the late game strength but it still has effect before then- while at the same time helping people remove totems that could have been noed too, reducing the obnoxious ruin/noed combos a lot of killers crutch on sometimes.
That might not be the best idea but there has to be something you can do to make it last minutes instead of seconds.
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OP like hell? Its HEX so it will be easily destroyed in first 1-2 minutes - totem will not survive until "late" game so you killed this perk. It was used to slow down insane gen-rushing early. Now killers has no tool to slow down early game but has late game hex that will never survive until late game + great totem locations is giving totem +-2 min of life. What about think about why so many killers use this perk? Coz gen-rushing is insane and it was only tool to at least slow down fast games.
Instead of solving generator speeds that are ridiculous you are cutting one killer after one and destroying their perks. Change my mind that this game is whole survivor sided and pampering them? Sorry to say but this is stupid decision.
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Oh wait, let me guess, we have your permission to not run it.. I remember now.
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Why ever run it over devour then? Or NOED? If your totem makes it to late game, which it won't because in 80% of the maps the totem spawns are garbage, you may as well be full god mode with devour instead of regressing the gens a bit faster (which everyone has pop for anyways).
Maybe it's overpowered on a map like Hawkins but then you got maps like Wreckers Yard where I don't think I have seen my hex totem last over 2 minutes in the past 30-40 times I have played on it.
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We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.
How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)
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But... DH has enough reward to justify the risk. The ######### am I gonna do with new ruin when I lose 2-3 gens in the first 90 seconds of the game? By then the survivors have so much momentum that regression won't make much of a difference. At least DH comes with a real threat and at a balanced cost: being able to one shot at 3 tokens is super strong - the mori is just an added reward if it lasts that long, it's rarely the reason killers run it.
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With lots of people running Inner Strength, as well as all the immersive Claudettes cleansing every totem they could find, it won’t make it to the endgame. And if it does, survivors will easily find it most of the time.
All this will do is put more stress on the killer because now they will have to work even harder in end game to protect the totem if it managed to last, while also protecting gun gens.
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Nonsense. Hex perks don't exist in late game. Do you even play DbD in red ranks? Totems will always be destroyed after a while. I count on one hand when a totem stayed alive the whole time and I have over 3k hours. This perk is absolutly useless if it stays a hex. And its not even strong if it's a normal perk, no clue how u can see it would be op.
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The only time I've seen a totem still be up by the time the game is over is when the killer absolutely steam rolls (usually because the survivors are overly altruistic and throw the game) the survivors and the game lasts 3 minutes.
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No it would be insanely OP as a non hex perk.
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The risk is too high for the tiny reward. With ones like Devour hope it's fine because they are so strong, but this is not nearly as strong as that but just as easy to find and break.
People just want the totem to last more than the first seconds or single minute of the game against higher ranks, that is all, enough to justify at least taking it. Now it is 100% useless at higher ranks, period.
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I dont believe that you play a lot. Unless you admit that you don't care about winning and that you just play casually while looking at you phone and chat with friends cuz u know "Just have fun, you don't have to win even when you are better"
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In other words to use it you have to camp the totem as well as the three closest gens. Instead of having a good an fun match.lol what a joke.( golf clap)
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Since when does a Hex perk make it to late game though?
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Hex perks always stay up 'till the end... at Rank 21, that is.
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Come on.... Hex: Haunted Grounds doesn't even make it to the late game even when survivors know exactly what it is.
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It won't last late game it's a fricking hex perk, it will get cleansed the first 10 seconds of the game.
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No, mediocre at best.
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Good meme, just like the killers that were gutted and survivors being the favorite.
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What do you expect from the same person who advocated for the Legion mend time nerf and argues for the detection range addons for Legion. (If you want proof just ask)
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Imo the only reason Ruin is still a Hex perk is because it belongs to Hag, the 'Cursed Killer'.
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New ruin would be strong "if' it lasts till endgame. Totems spawns make that not possible.
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Why even have another "win harder" perk? It's the same thing with dying light, by the time it becomes good, you are already destroying the survivors.
Or in the situation you mentioned, a 3 gen. Either the survivors can afford a bait tactic to slowly work on the 2 edge generators (which means ruin is only delaying the inevitable) or they can't (which means ruin is just adding gen regression to you already winning). And since ruin denies all other gen regressing perks, you can't use them alongside it.
In short,
if you're losing the game, it won't help you get back on it.
If you're winning the game, you win harder
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Do you feel like new ruin would be at all the same power lvl as Devour hope one ramped up? One thing that helps DH is the fact that the perk goes under the radar until the 1 shots start happening. Will new ruin still announce its existence to survivors when they first hop on gens, or do they gotta figure it out when the gen they had at 80% is at 40% after they get off the hook. If its still announcing its existence...I feel like comparing it to Huntress Lullaby would be a more reasonable comparison.
Also...
My poor ears, why you cursing so much...jk
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Why do you address Ruin, but not when your mid chase as a survivor or killer after the generators been damaged a survivor can legit tap a gen negating the whole process of the killer damaging it. Usually without penalty or even getting hit.
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............................. The price for having eyes
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Secondary objectives when? 🥰🥰🥰
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I don't think you guys understand what the mod is saying. Hex totems do not stay into late game for a reason. If it were not a hex perk it would always go into late game and would therefore be too powerful. That is why it needs to stay a hex perk.
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Good! I look forward to playing good killers that don't run a Noed/Ruin/Pop combo 👌🏻
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This so much. I don't need perks that help me if i'm ALREADY winning. Dying light starts to take effect either by the time you got 1-2 gens left or super early with 4 gens left where you would most likely win the game ANYWAYS. In short devs just balanced the game araund rank 20s leading high rank games unbearable
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I plan on going Surveillance/Ruin/Pop to see if Ruin turns Surveillance into a stronger Discordance.
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And that sounds nice and all, but survivors still spawn right by totems. TOTEMS literally do not last long enough to hit late game. It literally doesn't matter how good it is late game because it's just gonna get instantly cleansed. That's the reality of this game right now and it's not being addressed.
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The point of Ruin is to be useful in the first half of the game. What I read is that it will not become more powerful late game, if it lasts. If the latter is true I can understand it remaining a Hex. But our point is that this takes an early game tool out of our hands.
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The devs making changes doesn’t mean they’re making wrong decisions.
”U killed Nurse” no they didn’t. She’s still S tier.
And Legion needed nerfed from the get go. So, yeah.
And the perk isn’t even live yet, so you can’t say wether or not it’s worthy to be a Hex.
Just WAIT.
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It will be cleansed by late game.
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This is how you know that even the devs know nothing about their own game, and how it plays.
Do us a favor - stop treating is like we're idiots. Stop insulting our intelligence.
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Potato destroyer nerfed, lol.
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I'm not sure why they went the route they did, a much better compromise to Ruin would be remove it's Hex status, and limit it to the first 3 or 4 minutes of the match then it goes away like Corrupt Intervention (keeping the skill check/regression penalties)
New players don't deal with it the whole match, experienced players can't remove it in 20 seconds and gens can still be worked on..
was this even considered?
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It will never get to the end game to be powerful BECAUSE it's a Hex.
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Hey mr Dev, good evening :)
I'm not gonna get into the merit of it being OP in the late game or not, because I haven't tested the perk obviously. But did you guys talk about why Ruin was getting used that much in red ranks at all? Like, it seems weird to change something 80% of players use without tinkering with the reasons why it's used in the first place, especially considering it's less useful against very good survivors.
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If it's already regressing when the survivors hop off it. then you cant pop it.
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You cant use pop if ruin is up though because you cant kick a regressing gen. Replace pop with Thrilling Tremors maybe for extra time off gens
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Even if it does survive gen speed will counter its effects.
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It's easier for them to make things easier for survivors then balance the core issues the game has.
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Right, like I'm going to go a whole game with Ruin up the whole time. :P
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