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Like children, seriously.

Did you try new Ruin at least once?

Did you find strong combos with it? Or at least attempted?

No. Everyone cannot say New Ruin is actually a garbage perk, you have no right to say that.

Please, wait for PTB, try some times and THEN make feedback and critics. Be civil please.

Comments

  • epyon
    epyon Member Posts: 78

    Legend says that one man actually got lullaby and devour to 5 tokens on red ranks... This knowledge is long gone though...

  • Murcielago
    Murcielago Member Posts: 163

    Yes actually we do have a right since we know for fact that you can't kick a regressing gen which instantly removes pop , overcharge and surge from its list of combos

  • Current wait time for me to find a match as survivor : 15minutes


    After this : oh boy

  • Oshi
    Oshi Member Posts: 306

    Soon, you surv mains, will cry in forum about "long queue time as survivor"

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    Ruin was used for one reason. It slowed down the early game. Reworked ruin will not do that. You don't need to actually play with it to know that is true. It does literally nothing to slow a survivor working on a generator. I'm not in the sky is falling crowd. I'm not threatening to quit or take out misguided rage on survivors. But I'm also not ignorant of what the change actually does to the game either.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited January 2020

    The problem I have is that if feels like the devs didn't consider enough as to why killers rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a High Risk High reward perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

    We're not behaving like children, we're just skeptical about how "fun" red ranks are going to be for 80% of red ranked killer players after this change goes through.

  • JC316
    JC316 Member Posts: 693

    Do you have to taste a turd to know that it tastes like #########? It's a late game hex with no benefit. How many moris have you seen with devour hope? That's how many times you will see ruin be useful.

  • Keene_Kills
    Keene_Kills Member Posts: 649

    Compares folks with very valid concerns to behaving like children, asks folks to "be civil please." OK, noted.

  • Tisfine
    Tisfine Member Posts: 148
    edited January 2020

    DBD isn't rocket science. I don't need to play PTB to realize a HEX perk is useless when the effect is barely noticeable.

    You would have a better argument if Ruin isn't a Hex perk anymore. At least prior to the nerf you could argue those 30 seconds to 1 minute was enough to grant you that early momentum with this? Nothing. It hopes that the hex last long enough for a scenario where you can hold the generator hostage but could be countered just by Survivor walking around and stumbling into the totem.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    The really funny thing is that not only does new Ruin not slow down the early game, which is why the perk is so popular, but it also benefits killers with high mobility way more than killers with low mobility, because high mobility killers will be able to chase survivors off gens to take advantage of that regression while low mobility killers will still struggle to pressure gens. Low mobility killers relied on Ruin way more than high mobility killers.

    Makes perfect sense. Killers use Ruin to help slow down the early game? Change the hex perk, which probably won't survive long, so that it's more useful in the late game. Low mobility killers use Ruin to help with slowing down gens? Change Ruin so that high mobility killers will get the most benefit from it.

    But hey, inexperienced survivors don't need to learn to hit great skill checks anymore, and experienced survivors who can hit greats will get to complete gens all the faster, so at least there's that. Yay?

  • JohnyBlood
    JohnyBlood Member Posts: 42

    I dont even care if it is a good change or not (spoiler : its not) but there are like billion things to address with this game and the devs priorities are so messed up that I dont even care about this game anymore. And I have no other words for how stupid this Ruin change is. Just by suggesting it - its just another proof that the devs dont understand their own game..and I have had enough. Wont be back soon.

  • Rlabotath
    Rlabotath Member Posts: 126

    Nobody tried Surge before it hit PTB, and people knew it had combo potential with Surveillance.

    Nobody tried Inner Strength before it hit PTB, and knew it countered Sloppy Butcher.

    Nobody tried Nemesis before it hit PTB, and knew there was potentially a dangerous situation for Legions Power and Deep Wounds in general.

    Nobody tried MOM before it hit PTB, and knew it was God tier pre-nerf.

    You don’t have to play it to rationalize the gameplay effects. Anyone who has the capability to think about how the game functions can realize what’s going to happen:

    Survivors start working on a Generator. To test to see if Ruin is active, they’ll release it and see if they see “regression” aka sparks. If they do, they’ll make note of it, and after they complete that generator, they’ll look for it and destroy it.

    It’s the same rationale that Survivors have about Huntress’ Lullaby. As the game slowly progresses towards the later stages, where the perk gets stronger, there’ll be more of an urge for them to destroy it, and it’ll vanish without hitting its peak.

    There’s only one positive combo I can see, and that’s “you don’t have to kick gens to activate Surveillance.” Slightly better for tracking, but that’s useless if you don’t slow the game down, and specifically slow it down with meaningful results.

    Unlike Dying light change, where even though people hated the change since it no longer slows by %25, we learned to use it, but notice it generally is paired WITH current Ruin. This is because current Ruin grants (hopefully) enough time that you’ll have hooked at least 2-3 non Obsessions, so they’ll have a 9% penalty, so when Ruin goes away, there’s still a slowdown to keep you in the game.

    Also keep in mind, unless you’re Godlike at forcing 3 gens (bannable offense if done too well apparently), the gens are going to be a long patrol away, which means that they’ll get progress done while you’re patrolling, and Ruin will do little to nothing, since again, using the numbers, it causes 0.5 charge regression every second (2 times normal regression. This means a gen halfway done has to be camped for enough time that a solo Survivor could complete a different gen for it to reset.

    No, I’m not advocating for longer gen times, I’m simply showing the mathematical numbers.

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620
    edited January 2020

    New Ruin is very cool

    Except IT BUYS YOU NO TIME TO SET UP TRAPS

    I thought Ruin was a perk to slow down game for setup killers, but other used it too because it was too strong, New Ruin may be good but still useless on killers that need time to set up VERY early game, before they even find surviviors.

    Dont forget this is Hags perk ffs