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Why the ruin change is good

We all know that against a decent team, it is nearly impossible to do well without ruin as killer. However, this just goes to show how ruin is probably the strongest perk in the game. Even more annoyingly, its a hex perk, which means its luck wether your game goes well as it depends on if survivors end up finding ruin early or not.

Without everyone using ruin after the nerf, game statistics will show how killers are struggling more against the speed at which survivors complete generators, and so (hopefully) appropriate changes can be made so that its not as easy for survivors to 'gen rush'. This way, it will be as if we still have the improved chance of success that ruin gave us, but without relying on a truly unreliable perk, that is primarily luck based.

TLDR: Updates will (hopefully) slow down gen rush as killers start to do worse without ruin, so that we no longer rely on a hex perk to do well

Comments

  • Tarvesh
    Tarvesh Member Posts: 765

    Except that you're forgetting that BHVR wants solo survivors to be as strong as a full SWF team, or as close to that as possible. So they will in no way bring down survivor effectiveness regardless of what the data tells them.

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  • No_Cluie_Louis
    No_Cluie_Louis Member Posts: 1,093

    Basically yeh to everything you've said, lets just hope the devs actually do something about it

  • illusion
    illusion Member Posts: 887

    I doubt it. So far the comments from the devs have been so one-sidedly biased towards "survivor fun", while essentially telling killers to "git good". I don't see it changing.

  • No_Cluie_Louis
    No_Cluie_Louis Member Posts: 1,093

    Yeh but to be fair, ruin wasn't fun for both sides because as killer if they found it instantly, you'd wasted a perk slot and had a bad game, and as survivor if you couldn't find it, you were very likely to lose. Making objectives harder now wouldn't really make it less fun for anyone as the problem would stop being luck, and instead skill, which is what the devs should want

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    That's.. a very good point. God, it hurts that it's the truth

  • Colton147
    Colton147 Member Posts: 523
    edited January 2020

    As a Clown player (I also play Hag) (I play both sides though), the changes are good and will make Clown one of the best killers.


    Clown is not all that perk-reliant, so anything works on him.


    So many synergies for Clown...

    Corrupt Intervention + Ruin + Surveillance + Discordance (Survivor Tracker)

    Corrupt Intervention + Ruin + Pop Goes The Weasel + Surge (Forever Clown)

  • illusion
    illusion Member Posts: 887

    I wasn't saying that your idea was bad. It would be nice to believe that would be the case. What I doubted was the developers looking at it that way and make the proper changes. You can tell from the comments they have been making. It has all been about making the game more fun for survivors and killers just need to play better. Not one thing about making the game more fun for killers has been mentioned.

    You're right, killers would rather not have to use ruin, but the underlying problem was forcing them too. Instead of looking at WHY it was so frequently used, and addressing that issue, they just decided to nerf it because it was popular. With that kind of thinking, i don't have a lot of faith in them turning it around anytime soon.

  • goat10em
    goat10em Member Posts: 749
    edited January 2020

    Hopefully it would work like that. But don't hold your breath.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I've just realized... that without skill-check based hex ruin...I can now use my toolboxes again during early game :D. That regression penalty with higher chances for skill checks to spawn made me not use toolboxes, but oh boy! Goodbye uncompleted generators~

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    Well, the "data" tells them kill rate is above 60% for most killers, your point?

  • Saitamfed
    Saitamfed Member Posts: 1,620

    BHVR wants to close the gap between solos and swf not making them stronger, they want solos to have more info. Kindred as an example was buffed at the point that if you run it then you'll notice if the killer is camping if you're not the hooked one. That info doesn't really makes them stronger and it's the same info that a SWF would have anyway.

  • Uxoricide
    Uxoricide Member Posts: 219

    @Colton147 this would've been better for him if pop goes the weasel would've worked with new ruin, but it doesn't :/

  • I_eat_glue
    I_eat_glue Member Posts: 23

    how are you at all likely to lose, once you get around higher ranks than braindead, skillchecks arent exactly a huge problem, its a little annoying having to pay attention to it so you wont miss but it is not as " unfair " as they say. We let all these survivor perks go wild like dead hard, adrenaline, and borrowed time. But then we nerf hitting the spacebar.

  • Colton147
    Colton147 Member Posts: 523
    edited January 2020

    Not much of a big deal anyhow. Clown isn't really perk-reliant, so you can go without Ruin (or Pop Goes The Weasel) for the second build.


    You can opt in Dying Light or Thanatophobia for the second one.

  • Tarvesh
    Tarvesh Member Posts: 765

    Solo survivors having more info does make them stronger. Any time you give them more info to use, they will use it to outplay the killer. This makes them stronger. Closing the gap in a solo survivors play to the level of a SWF team is literally making them stronger.