One frustrating part of Ruin left out while changing it
When I read the notes, I expected to see the most obvious frustrating part of Ruin.. Spawn location. How survivors just spawn on it and ruin gets cleansed in the first 30 seconds of the game. But all the reasoning behind the change listed for beginner survivors. I agree it wasn't useful red rank killers or purple ones who faces red rank teams all the time. Because of hearing it cleansed before I got to check even 3 gen, or good survivors cleansing it out of curtsy when they are leaving, I thought it wasn't a popular choice in red ranks. Is that why killer frustration wasn't included when you made these changes?
Don't judge before try. Yes but I know I won't properly test it out in PTB, due to lack of players and long que times.
And before trying it, as a player who put some time in the game, I can tell, this new end game pressure perk will have no power when it's already cleansed in the first half of the trial. If I run NOED against red ranked survivors, it does not even activate, so what makes you think ruin will stand till 2 or 1 gen been left?
Also you identify Ruin as a high reward for little effort risk perk. How that changed with the rework exactly? Still my only main effort would be keeping Ruin from cleansing, or no benefit at all.
If this was a basekit change for killers, or a perk that doesn't involve totems, I could agree the pressure it may cause, but right now I don't think you changed this perk with killers in mind at all.
TL:DR How about killer frustration part of ruin? How we supposed to apply pressure at the end of the game when your totem cleansed before get there?
Comments
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To answer the TL:DR, you don't. They made this thinking "Oh we should nerf ruin to oblivion because skillchecks are difficult, who cares what killers think". The "Late Game" was an afterthought after everything was said and done so idiot killers would have something to grasp at to defend this change. Everyone knows totems don't last till the end game. Either the devs are completely oblivious to how long totems actually last or are lying about it to give this perk a reason to exist.
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The purpose of this change is to nerf Ruin so that the game becomes more fun for survivors. Of course totem spawns are not getting adressed in this scenario.
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Yeah, it kind of feels like that.
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How naive of me, thinking they would consider of both parties while making a significant change.
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lol now they don’t have to fix totem spawns anymore. Save them self’s some work
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That comment made about Ruin in the late game was, I think, widely misinterpreted. I think the point being made was not that the new Ruin is meant to be a late game perk, but that if it weren't a hex perk, it would be too strong in the late game. Which is true - the problem right now is it's in an awkward position where it's too weak to be a hex, but too strong not to be.
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SKILL checks taking too much SKILL Smh
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I like that Hag perk was nerfed for Hag more than anyone else...
How are we supposed to set up traps like this
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Now you know. 🙂
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I wasn't suggesting it was a late game perk for sure. But logically, and based of the example they give about you seeing the benefits at late game, when fewer gens have left you to control, makes it a late game perk. It is not like it activates at certain point late game perk, like noed, or blood warden. I see now how that might be misinterpreted in TL;DR.
But I am not sure it would be too strong not being a hex perk. It is very risky and hard to apply 3gen strategy as killer. Maybe it's just me, but when 4 survivors are working from every angle tapping gens constantly, faster than me breaking them it is hard to apply anything. So 2% extra regression speed wouldn't be too much to asked without giving survivors the power of taking it away. You give one perk slot for it,why would you have to give more for a little gain?
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As a non hex, it would be decent, not strong. Again, you can’t run PGTW since the gens already regress and you can’t kick regressing gens. And honestly, I’d rather get an instant %25 then a possible %2 before someone comes back while I’m on someone else. Again, pip is instant, to get the same regression on the gen they were almost done with, you’d have to camp the gen for 50 seconds, enough time for them to ramp up other gens far beyond pop range. Hex perk, Trash tier, as a non hex, it’s a decent yet lackluster slowdown perk.
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I think it's because you don't need to apply a 3-gen strategy for passive regression to be strong in the late game. About 50% of my games (as either role), the survivors 3-gen themselves through bad planning without the killer having to do anything.
You also have to take into account situations where only some of the survivors are still remaining. It would be far too easy, as a killer with the new Ruin equipped, to stop the survivors doing anything towards the end of the game if there are only, say, two survivors remaining, trying to finish one or two generators between them.
On top of that, there are synergies with other perks to be factored in - when combined with Surveillance, new Ruin could pretty easily stop any generators from being done even if there are still 4 survivors left in the late game.
It's a bit too strong to not have some kind of hard counter, but it's not quite strong enough to justify being able to be completely disabled a minute or two into the game.
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All three paragraphs have"if its's not cleansed" at the end of them. I am open to other counter solutions, but making this is a totem perk is straight up killing it.
And still not quite sure being OP without a counter. When 2 survivors left in the game it's pretty much doomed anyway without relying on new Ruin. Surveillance alone can make left survivors' life hard by itself. And to use surveillance you need survivors to tap the gen which means gen is not regressing, and new Ruin is not used there.
Right now, this new version of it seems way too situational with a too easy permanent counter.
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On the contrary, they need to make spawns even way better so killers could have a chance of using the new Ruin even a bit.
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Sorry, I should have been more specific - my comment was attempting to explain why Ruin might be too strong if it weren't a hex perk, and therefore couldn't be cleansed.
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Is it frustrating for survivors? No.
Is it favouring survivors in the game? Yes
Then it's perfectly balanced.
(From devs)
Ps: this is a joke :)
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You mean this:
Yeah, I definitely feel like survivor spawns can be better because literally the entire team spawned here! 😕
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Yeap, definitely like this. And this happens a lot.
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Yes, I understand that, and I tried to say I don't believe that it would be too strong. Why would it be too strong, I can't see it. I am sorry. It already has a counter imo, the moment you start on gen again, there you go, no more regression.
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Fair enough. I suspect you're underestimating just how devastating the regression could be, but I guess we'll have a better idea of its strength when the PTB comes out and we actually get to test it.
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I genuinely think you're overestimating it. Base regression is 1/4 of the rate that a vanilla survivor repairs at, with Ruin that becomes 1/2. And yes, it does potentially affect all the gens on the map, but a killer can really only force 1 survivor off a gen for an extended period of time, 2 if they're unhooking someone. This will only affect bad players who are scared of doing gens and non-coordinated teams who end up with 3 people going for unhooks.
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I mean if they know Ruin is used in 80% of games they should also know totems don't stay up for 80% of matches. Just unrealistic thinking on their part
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As a non hex it would be absurdly strong
Ruin as a nonhex, surveilance, distressing and whatever as doc
Find 3-4 gens that spawn close
Wait for survivors to do the other gens
Laugh in Herman while you instantly see which gen is being worked on and by the time they get chased away and go back on it it's regressed
Wait untill survivors fall asleep irl
Win
The effect is way to strong for a nonhex perk
It bassicly adds 50% to all time survivors waste and saves you the time for kicking gens
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Seems to me like he's just saying that the intention is for it to get more dangerous over time if the totem doesn't get cleansed, meaning that it's meant to encourage survivors to find and cleanse the totem once they realise it's there. Not that it's meant to be a late game perk, but that if survivors ignore it, it becomes more powerful over time. Presumably it still does its job before that.
But again, and this goes for @Lucama too, I could be overestimating it but we're not going to know for sure until we actually get a chance to try it. The devs have already said that they have found in their testing sessions that it's actually a lot more powerful than it sounds on paper, so the next step is to test it for ourselves and see if they're right.
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They should have got rid of ruin, bbq, enduring/spirit fury combo, noed, ans reworked them so they could be survivor only perks for example ruin wouldn't be a hex totem and it would increase gen speeds by 50% cause game too hard devs 'baby' killers too op nerf plz
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I mean, they said that Ruin won’t be as impactful as before in the early game, they stated that it’s meant to build up the more the game goes on, they said that it is devastating in the late game (note the verb tense: is, instead of would be), they compared it to Devour Hope..
I understand you always want to see things with empathy, but what I wrote is not some stretched deduction, it’s not even paraphrasing, it’s exactly what they wrote.
They want it to be a late game perk - which doesn’t always work, exactly as DH.
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Yes, I agree we will test it and decide eventually, but I don't think PTB will gave that opportunity. Practically no one plays it more than few rounds and I don't think it will be enough to see the results.
For example I remember when I've read EGC introduce, I was furious. Didn't like it on paper tried a bit on PTB didn't understand much of it. However since the release of EGC, I think it's one of the greatest thing ever happened in DBD. I do hope I am wrong about ruin as well.
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I'm not convinced that that's the case, because I interpreted the comments differently, but it's a very subtle distinction that I'm not confident I could properly explain. At any rate, at this point we're just debating semantics. Whether it is a late game perk or not, we will find out when we get the chance to test it for ourselves.
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Imperfect though it may be, I still think first-hand experience on the PTB is a better way of finding out what the perk will actually be like in practice than just reading about it.
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Fib, point is that you said that we “misinterpreted” dev words, but dev words say otherwise.
PTB can even let us see that new Ruin is so much OP that all survivors will stop playing, still: what devs said is not really up to debate; if they worded it incorrectly it’s another beast, but we can’t be in their mind.
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I'm going to be honest, I'm over the changes. They claim they're going to hide the perk better, cool let's see how it goes. The only thing I'm not a fan of is the fact you won't get points for kicking gens because they'll already be regressing. So, you could even possibly run surge with ruin so if someone is working on a gen, you'll know
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As I said, while I respect your interpretation of what was said and definitely understand where you're coming from, I read the same comments and interpreted them slightly differently.
To me, it seemed like Almo was saying that the perk was designed to be strong in the late game not because they expected it to last that long necessarily, but to incentivise getting rid of it early. Part of this is from the way he compared it to Devour Hope, and how DH doesn't usually last until the late game, but when it does it's devastating.
But as long as we have different interpretations, and no Almo here to clarify what he meant, I don't see much use in debating over semantics. One way or another, we'll find out the truth for ourselves pretty soon.
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Um, survivor spawning near ruin makes dealing with it less frustrating. It's the killers fault for not pressuring the survivor off of it.
😉
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Semantics are important in a place where only words matter, otherwise everyone is free to “misinterpret” the other ;).
In fact, you are “interpreting” devs words, I’m simply reading them as they are: they know ruin is not as good as before early game, and they know it shines in late game.
It’s a late game perk in the sense that it works best during that part of the trial, certainly not because it works “only” late game, as NOED would. But this is borderline nonsensical because Ruin usefulness was to slow down the early game, no one cared about the late game anyway, of those 80% players. Plus ruin would break anyway :P
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Yeah, I didn't say it was good logic, lol. But I think that is the logic they're going with. I agree that the devs appear to have made the changes based on false assumptions about what players value and why they use Ruin in the first place.
And I agree, semantics are important, but neither of us has any more information than the other and we still disagree on what was said, so I don't think debating it is of much use. That's the point I was trying to make. I could argue that you were doing just as much "interpreting" as I was, since I think what was said was ambiguous and therefore any reading is an interpretation, but that's not going to get us anywhere constructive, so it's best not to derail the thread with it 😊
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If Ruin somehow survives to late game it would only be useful if the survivors three gen and those gens are really near each other.
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I could argue that you were doing just as much "interpreting" as I was, since I think what was said was ambiguous and therefore any reading is an interpretation, but that's not going to get us anywhere constructive, so it's best not to derail the thread with it 😊
you could argue that, of course, but I would argue that I'm not interpreting, I'm quoting:
But since you didn't argue that, I won't as well 😊 .
P.S. this discussion is merely in topic: we are talking about Ruin, what is the rationale for the change according to Devs, and why it is or it is not a good rationale.
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Fair enough. I would say, in that case, that regardless of what Almo said, the rationale for changing the perk isn't good, because they seem to have assumed that the reason people use Ruin has to do with emblem progress and largely failed to take into account the fact that there are important strategic reasons for exerting pressure in the early game as killer.
Also, I believe that the changes made will only encourage "genrushing", and discourage healthy, altruistic gameplay on the survivor side. But I'm waiting to make my final judgement as to whether the changes themselves are a net good until I can test them out for myself.
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We can finally agree 100% with each other :).
Now kiss 😘 .
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Excellent! Mwah 😘
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yeah sadly that's not how it works with the devs, should know this by now. xD
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I think you miss understood how a generator regresses.
A regressing generator loses .25 charges a second. This means a 100% gen takes 320 seconds to fully regress to 0%.
Ruin makes it so generators regress at .5 charges a second. This means it will take a full generator 160 seconds to fully regress.
However, if you scare some one off a generator at say... 50%, it won't take 320/160 seconds for it to hit 0. It loses the .25/.5 charges a second. So a 50% generator will take 160/80 seconds to fully regress. You also save time by not having to kick it to start the regressing.
There are two things I can think of that could make this ruin powerful. Since it affects generators and not survivors in anyway, it will remain hidden. Meaning you need to actually look at a gen to see if it is regressing or not. Won't help in red ranks but will punish people in lower ranks.
The second is slug builds. GG indirect buff to Oni. Basically more survivors you have busy not doing gens, the better.
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Yes, but unless you're playing slug builds/anti-heal builds, you can only really reliably keep one survivor off a gen at any given time, and on bigger maps even anti-heal builds won't matter too much. And it does nothing so long as survivors just power through gens, which is what old ruin was for. So long as gen speeds are still as bad as they are now, I don't think reworked ruin is worth running, especially not given its counter synergy with PGTW.
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You do realize this is a multiplayer game right? Both sides have to have the ability to do their jobs, both sides have to have the ability to win not just killers. There is not a single killer below a 55% kill rate on average, going all the way up to 75% average. No multiplayer game on the planet is balanced for one side to dominate every game, no game is balanced to one side winning all the time. If you truly take actual balance into consideration not entitled I have to absolutely dominate every game to feel good, killers are over tuned in the perspective of actual balance not survivors. 50% kill rate is balance, not 100%. If killer could never kill anyone no matter how good they are then killers wouldn't play the game, same goes for survivors. Balance. I'd love to dominate every game of OW or Apex I play but BALANCE makes that impossible. Stop only looking at killer and consider both sides of the equation equally and you too can look at actual balance in a game.
I play red rank survivor and 90% of the time I finish the first gen even with ruin before the killer gets a single down. Why is this? Because of the go to answer killers give for anything a survivor complains about. Do gens, git gud at gens, learn to hit great skill checks forehead, and so on. The state of gens is because survivors listened to the direct advice of killers, no more no less.
If you want a single player experience where you can't lose go play a single player game and leave the multiplayer games to people who understand balance.
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I mean, the developers want a 2 die/2 live kill rate. The data they showed were matches with no disconnects, and 4 survivors. So a 50% kill rate is what they are aiming for.
It's also what killers need to understand. They are not developing the game for killers to get a 4k every time. They are shooting for 2 kills.
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They are and killers are complaining that a 2k is a black pip and a loss. In any other pvp game when you hit the skill level you are supposed to be at you don't advance unless you get better but killers don't have a skill level they all think they are gods and deserve to be rank 1 when they shouldn't be but they don't think about that either.
If a killer is at the same skill level as the survivors they are playing against they shouldn't advance. They need to be a higher skill level to advance. Same with survivor, bullying a killer means you are far more skilled and should advance at an accelerated pace ie double pips.
But they need to tune survivor pips as well because advancing is too easy to actually balance the game. I played against a rank 2 survivor today thinking match making sucked but they were rank 2 playing like a rank 15, horrible immersion (like no iron will trying to sneak around while injured horrible), couldn't loop, I gave them the hatch and they only got 12k, literally depended on everyone else to carry them. I didn't want them to feel bad about bad match making, but in post game chat I realized the error of my thinking.
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@Fibijean So after playing on PTB, has your mind changed about anything about Ruin?
For me, I haven't seen much of an impact of Ruin since it gets destroyed very early in the game.
Although, I agree it could be too powerful as a non-counter perk, I still think it is too weak as a hex totem perk. It comes as the last hex perk, on the scale of hex perks that are devastating when active. If they are not cleansed right away the most powerful is Devour>3rd seal>Lullaby>Ruin. For a strong perks, very poor placement imo.
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Of course they left the worse part in, they want the game to become "Go play with a killer and have a fun time at their expense sim."
Anything that makes the killers life better takes MONTHS to fix or happen.
But when its survivors, barely a week passes and they get all that they need.
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I'm still glad I waited to test it for myself, but having done so... I honestly think it doesn't matter if it's a hex or not. From my experience - which could be inaccurate, since although I am a long-time DBD player with a pretty good grasp of how game design works, I wouldn't call myself an expert by any means - Ruin is a terrible perk either way. The only time it could possibly be good is on a high-mobility killer on a small map - arguably the situation where a slowdown perk is least needed.
Half the games I played on the PTB, Ruin did last all game, but not because the survivors were negligent or because it was in a really well-hidden spot, just because they/we didn't bother to look for it. It made so little difference that there was no point wasting time trying to find the totem. Also, it made about as much difference in the late game as it did in the early game - that is, barely any. So, at least from my experience, the late-game power thing makes sense in theory but isn't actually the reality.
I also feel that the new Ruin is not only a bad perk, but discourages healthy gameplay. It strongly encourages survivors to hug generators really closely until they're finished, which conversely causes generators to pop even faster, and also punishes survivors for being altruistic or making what would otherwise be smart plays, such as prioritising the rescue of a teammate over finishing a half-completed generator.
Overall, my opinion from what I've personally seen of it is that right now it's a practically useless perk on its own, whose only saving grace is the level of synergy it has with a few other, much better perks, and which actively promotes unfun and unhealthy gameplay tactics on the part of survivors. Not too impressed overall.
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