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The Big Issue

Hello all, hope you're having a good evening (or morning/afternoon, depending on where you are).

Just wanted to share my thoughts on this update and promote a healthy conversation regarding the upcoming changes with a focus on the Ruin changes and Gatekeeper. Before I get into my opinions and the nitty-gritty, I'd like to reiterate some important ideas and concerns that most of us have.

Firstly, it's no doubt that many of the killers on the roster suffer early-game, since many of them have to use time to build up their powers for mid to late game potential. This is important, because early game is arguably the strongest time for survivors and the weakest time for killers, and old Ruin added a little bit of room to breathe. Having survivors looking for a totem is a great time period to get hooks and build up ability powers.

Secondly, the big issue is that survivors can outplay Ruin very easily now. Every game, the killer always has to start chasing 1/4 healthy survivors - and if the other survivors are good, then they'll be working on generators. Lead the killer on a good chase for a minute or so? 3 gens pop with no regard towards destroying Ruin, if it already hasn't been found. It's pretty much a mid-game situation now, and hopefully the killer hooked the first survivor to apply some sort of pressure. The game really then comes down to survivors making mistakes if you manage to get a hook.

Thirdly, the new Ruin perk is now very situational. If you chase a single survivor off of a generator with no other survivors nearby, then you're in good luck since the generator will start regressing. However, chasing a group of survivors off of a generator forces the killer to give chase to a single survivor who will most likely run away from the generator, quickly leaving their teammates to come out of the woodwork and restart work on the generator, negating Ruin.

An argument from the news letter is made that it's a very useful late game perk, but it is still a Hex perk and the odds of it standing for late game is pretty much nonexistent. And since it's late game, then most likely there aren't that many generators remaining and promote a group situation that I mentioned in my third point.

Finally, Ruin always was a high-risk, high-reward totem perk. I feel now it's too situational and has turned into a high-risk, low-reward perk, with the age-old disadvantage of being able to be cleansed at the beginning of the game.

Those are my thoughts. Interested to hear yours!

Comments

  • SithLordLuxray
    SithLordLuxray Member Posts: 44

    You make some good points and I have to agree...

    Devs keep saying that new Ruin is a strong late game, however it is common for Hex Totems to cleansed at the beginning... 70% of my Killer matches, (Purple Rank Killer main here), using Devour Hope start with the totem being across the map where the survivors start. It becomes a rush to get over there and scare off survivors under the premise of protecting Gens. Even then, once I get two tokens for it later in the game, it’s cleansed then and there or shortly after the third token.

    It gets to the point where I have to setup on one side of the map by my totem and guard gens there. Ruin COULD be strong here...but I feel it promotes bad gameplay...

    Oh, and if it’s SWF? Forget about it. All I find are Rank 2-4’s who’re used to bullying semi-serious killers like me.