Why Hex:Ruin Won't Work In DBD Now and The Real Problem With The Nerf/Change
*Views In This Post Do Not Reflect The Content Creatiors Mentioned*
I'm just talking how the state of the game is now, not how ever BHVR plan on it being X amount of time down the line. When i first read the notes I flipped out. After some time and watching some streamers i realized something, Big Picture this change may not be that bad. But that's down the line not where the game is now.
Hex:Ruin is not a late game perk, killers need the planets to a line or be in low ranks for the hex to make it past 5 minutes. Most games Hex: ruin is cleansed before 3 gens are done as the game is going into mid game phase. This does vary as not everyone is on the same skill level/have the same amount of map knowledge/totem placements and some survivors straight ignore it as how easy great skill checks are.
https://clips.twitch.tv/StormyWimpyFriesPeanutButterJellyTime
To say Hex: Ruin will last into the late game is ambitious, to say the least.
There is a clear disconnect as to why Hex:Ruin is used, killers don't use it for late game pressure. Hex:Ruin is used for the early game phase and gain the pressure needed for mid to late game. If Hex:Ruin does last that long great there's even more pressure on the survivors. {In example, lets say there are 3 alive in late game, Hex:Ruin is still up. In this situation 1 can search for the totem making it so 2 can work on gens, on top of being injured maybe even make it so 1 is working on gens while the other 2 heal, then 2 work on gens and 1 searches Of course its not this simple and there are many other situations but just to have an rough ideal situation.}
To talk about the 3 Key issues that BHVR has placed on Hex:Ruin 1 issue defeats its own purpose and 2 are wrong AND less so or more so right.
-Key Issue 1:
"Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. "
Key Issue 1 defeats its own purpose in that great skill checks are supposed to be just that, skillful, and Hex:Ruin makes it so that if you miss this opportunity you will be punished. For this being on new players, yes it is rough and if this only applied to new players i could stand by it BUT then goes on to say "or those who can't hit Great Skill Checks" survivors have one job, this will be babying those who can not do their job. If a survivor who had been playing for anything longer than 100hrs and still cant hit great skill checks then they are fooling around. Great skill checks are really not that hard to hit and its more of a, HEY are you paying attention?
-Key Issue 2:
"The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer."
This issue starts off GREAT and 100% right, but it takes a complete turn for the worse in the end. "or risk" there is a more risk with running Hex:Ruin then just a little. All hex perks have the same amount of risk being ran because of the fact the totem they are tied to glow and emit a burning sound. Most killers who run Hex:Ruin know that it will more times than not be cleansed before they can get much, if any, use from the perk. After the Totem is cleansed they are running 3 perks instead of 4. BHVR nailed it with there being little effort of running Hex:Ruin, but forgot about the risks of running a hex perk.
-Key Issue 3:
"Its inconsistency due to the random nature of the appearance interval of skill checks."
Again right and wrong. While it is inconstant with the nature of skill check, from X-Y checks per gen at different times. Its more so inconstant with totem placements. Some maps have great totem placements while others have questionable placements. Even the maps with great placements have crud ones too. Sometimes you'll get a fantastic placement and other times youll get a placement where Hex:Ruin will be found before the killer will even find a survivor or get to a gen in extreme cases.
Overall the nerf/change to Hex:Ruin is a showing of disconection to the DBD comuntiy. I am however hopeful that this will open doors to implementing needed changes to gens. BHVR needs to act fast once this nerf/change goes into the game.
One idea for gens i had for gens was adding a secondary objective. Gens would have +10 seconds base and there would be 5 jerry cans with fuel in them that would spawn in random. once the gen is fueled it would have -20 seconds taken from the total time. This would make it so pre fuel it would take 90 seconds and post fuel it would take 70 seconds. *edit you can only use 1 can of fuel per gen.*
An idea that i saw and like was sugested by Twitch streamer/Youtuber Ayrun. His idea was to tie 3 gens to switches and before they could be worked on the switch would have to be fliped. 3 switches for 3 random gens. Its not flip one switch and all 3 would be powered. 1 switch would be fliped and 1 gen would get power.
Comments
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The Jerry cans could put the gen down to negative 10 seconds?
You never really mentioned if more than one Jerry can could fuel a gen or ate or.
Also the action REPAIR a gen or ate or. Not fuel it with the magical has that comes out of your fingers. What gave you the concept of Jerry cans? (Although that's just ripping on what you choose as a secondary objective.)
Lastly, there are seven total gen or ate ors, so there should be seven cans instead of five.
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I honestly don't think the ruin change is bad, as long as the devs do something to respond to how it will effect the game. If they notice that killers are doing worse, and change how generators work accordingly, it will be better for everyone that the fate of every round no longer lies on how fast a hex perk is found
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