What are your reasons for running Hex: Ruin?
Obviously, the recent changes announced to Hex: Ruin have caused an uproar among a lot of community members, so it got me thinking, what are the inherent problems of Dead By Daylight's design? Some believe that simply increasing generator repair times will fix issues with generators being done too fast, but that doesn't account for the other issue, the fun factor of the game. In my personal opinion, this game is not a competitive experience, no matter how hard it tries to be, and at the end of the day, both sides are played by real people who just want to have fun (well, most of them do at least). So I want to ask the killers of the community a question, what are your personal reasons for running Hex: Ruin? Also, please, let's try to keep the discussion respectful!
EDIT: I forgot to mention, I will use this information to help myself think of some ways to make this game fun for both sides!
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adept hag
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To help me learn how to use certain killers, Nurse is a good one as I still suck as her. Another was to help me set up as Demo and Trapper
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I run it so the game lasts longer than 6 minutes. I run it so I can player weaker killers like plague and not have to worry about depipping. Now I'm going to have to run my best killer with the sweatiest tactics, perks and addons in order to have a chance at winning.
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Ah yes, the one mandatory reason to run Ruin.
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That's actually something I didn't think about. Ruin is quite good as a "training wheels" type perk while learning to play a killer.
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I use it just to slow down the first 2-3 minutes of the game while I make the first patrol of gens, try to get survivors injured and a hook or 2, but most importantly to be able to get pallets out of the way without 3 gens poppin in 2.5 minutes. It's not so bad on the smaller maps, but the big maps are a nightmare.
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It generally helped me with new killers.
I ran it on Hag to slow down the game so I could prepare my little trap network. It was a little less pressure on me to get it done lightning fast. Was more of a sanity saver, honestly.
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I stole that image... I'm an Ace main and I loved it so much that it hurt
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I used it on weaker killers who have more fun powers and are more enjoyable for everyone. Well... certain killers. Now that it's gone, weaker killers will have to try and find something that will help with the short time gens have. While top tier killers can just move on with an obstacle that may or may not be avoided.
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Because map size. By the time I make one rotation around the map, my kids going off to college, graduating, has four kids of her own, and I just retired. When I make it back after chasing a survivor through two loops and a god window, I'm buried and my grandkids had to play the remainder of the match.
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I like to hear the sound of it being cleansed in the first 30 seconds.
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I agree, the ranking system is so jacked that the game will never be competitive. But, I have played this game for 2 years. Killer mostly for over the first year. I don't play killer much anymore. It isn't fun. The game keeps changing to help survivors that are not very good.
The result is the killers have fun when they go against potato survivors. When they go against good survivors it is a miserable experience because it has been made almost impossible for killers.
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Nothing.
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That is very true, with the supposed addition of ranks being removed from the end-game scoreboard, it really makes you think how the importance of rank has decreased over time. A good killer can absolutely dominate potato survivors, but a coordinated 4-man (or just a coordinated solo team at that) can make the experience miserable for killers. Even at that, winning against a really coordinated team doesn't feel good at times because you were required to abuse every tactic in the book just to ensure that you don't de-pip. For this game to be somewhat competitive, both sides need some way to gauge their skill that isn't just running from loop to loop while the three other survivors complete the objective.
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Removing Great Skill checks. The simple truth is Ruin doesn't feel needed in lower ranks, but in higher ranks it does. People counter argue that "Well higher ranks can power through it", and that's actually pretty true; but even when they choose to go that route, it still stops bonus progression from Greats.
And if someone is good at reliably hitting Hex skillschecks, that means they're also good at hitting Greats. Which means without it, they blast through a generator.
Base time is fine. Skill check bonuses are the biggest polarizing thing about generator speeds.
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Maps are definitely a significant source of this game's main issues right now. I'd love to see the devs possibly balance the maps in a way that doesn't make them good for specific killers only (and without destroying all of the loops on the map cough Badham cough).
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