Remove "HEX:" from Ruin?
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Ngl the fake spots suggestion helps killers and survivors
But I got a question/idea what if some fake spots injure you to keep people on their toes. Would it be fair?
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A non-hex ruin with surveillance would be very strong, but as with other perk combos (enduring/fury, nemesis/pwyf) you're using up half your perks for it. It'd require committing to gens and possibly splitting up onto different gens but survivors would manage it imo. If three gens turn yellow and you're already chasing another survivor what can you do then as killer?
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like a hex last till late game and the bullshit surveilance excuse is just pathetic, survivors are allowed to stack all the movement speed perks they, be it active or passive. look we know some of the dev team got their feelis hurt and now vent on your customer base, go ahead throw all the sjw participation trophy balance at us, bhvr is beyond repair. all that drives them is the easy money from skins and their arrogance of "knowing" what the customer wants
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thats a mod, not a dev, mods just babysit the forums and have zero impact on balance decitions, i would love to see our hag main cote live on stage again, and ofc the whole balance team, every single one of them playing a road to rank 1 series.
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Not really, I once had an idea where Hex totems would ''defend'' themselves and would injure the Survivor who broke it, it was received very negatively.
I would suggest maybe inflict a random status effect like Broken or make them scream but then it might feel too much like ''Last Year'' where Fiends trap boxes that explode with gas.
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if you want clips, look at the link and click clips. If you want whole matches, you have to follow and check out when he is streaming
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I did go to his clips and it was just swf Where's the red rank killer gameplay
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Maybe Ruin should be based on Dull Totems instead of Hex ones.
Cleansed all Dull Totems - Ruin is gone. It will motivate Survivors fo something else than Generators.
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Peanits is not a bad killer or survivor. He's by far the best dev player I've seen on the game.
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By that logic though where the counter to spine chill? If the killer looks in my general direction from a mile away I know it..so...kind of double standard
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Spine Chill always amuses me about that, because there is legit another perk that does the same thing but has more limitations to it. The only reason people use spine chill is an unintended purpose: its supposed to be giving them a bonus WHILE they're being looked at, but instead people use it as a detection perk that doesn't come with a long cooldown like Premonition. Literally just missing the audio queue in exchange for not having any cooldown. absolutely as intended.
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It also Grant's bonus vault speed which at first seems small but it makes a difference especially with resil
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Have the killer activate a dull totem when he thinks the time is right. He walks up to it and gets a prompt. Hitting the prompt activates the totem and the effect is applied to the match.
This makes it a middle-of-the-road hex that’s viable for late-game. Not OP because the effect isn’t active all match and dull totems can be cleansed early. Not a vulnerable hex all game either as it’s safe until activated.
The ability to choose a safe totem is pretty revolutionary as well.
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SWFs or any survivors with voice com can tell where the killer is at any time even without the use of OoO without any counter for years.
The killer need multiple perks and an active playstyle to achieve something mediocre to that.
What's your point?
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Don't you know? Survivor perks don't have to have a counter.
BHVR's entire balance philosophy is "killers rely on survivor mistakes", then give survivors a million non-counterable perks that fix their mistakes.
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lets make meta survivor perks into hex perks that can be disabled! what could go wrong?
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Give me Hex: Adrenaline plz
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Hmm
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No offense but this just doesn't feel like a good reason. If this is the big 'problem' that's making you reluctant from prying Ruin off of a Totem ability and making it reliable then the solution becomes pretty simple; Nerf Surveillance. It wouldn't even feel like a nerf in the first place because as it is no one currently regresses generators without kicking in the first place unless they use Surge; an already barely used perk from a fairly unpopular killer on top of it. Not to mention that this Ruin/Surveillance synergy is already potentially making Surge an even worse pick on top of it since it doesn't work.
Ruin is used as early game pressure. But now its being toted as a late game pressure tool when Totem's are usually pretty awful at it. Devour Hope most of the time is a pipe dream than a reality, and even in those games they still often use Ruin on top of it.
This? https://clips.twitch.tv/CautiousPluckyNostrilPunchTrees
This is not an end game perk. This is not something that will reliably help pressure. Even worse, with Surveillance by the devs being mentioned repeatedly you're now stuck in a build that when totem explodes consists of a perk you might not have cared otherwise about without said synergy. Its not like this is just a cherry picked clip either; last game I was in was a Bedham where I went into Shack with a generator and the guy's ruin was illuminating god-pallet. That's hardly a hiding place. I hadn't even touched a gen yet to know if ruin was even going before I cleansed it.
As an fyi, skill disparity is the big problem with ruin. It destroys new people who likely wouldn't even need ruin to win against, and it barely gives enough time against skilled people who can 'power through it'. These people power through it because they hit greats reliably. 44-80 second gens subtracting 2 seconds repeatedly from 1-2 survivors on a gen makes these things pop lightning fast. If you don't want to add time to generator's (and who does, really? M1 simulator is boring) Great's really need to go. Then at least objective times will be sort of similar.
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The perk is complete garbage then. You can't keep it up long enough for it to get to a point where it might be useful.
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Survivors don't have a notification for Ruin, but they can find out that you have it if they let go of gen and see it sparking.
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1st survivor mistake is beign found what happen then - chase when 3 other generatots beign made.
-Killer counter for that ? UNINSTAL
problem solved boys u can go home.
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What rank do you play at? Because all these changes seem to be for like rank 12 and below.
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To answer your question he is rank 7 and is honestly one of the worst killer i've seen in a long time. My friend who is a survivor main at rank 14 is legit better than him.
And this is the guy trying to tell us how balance works.
10/10 good meme
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I agree if this is about the old ruin yes. The new ruin is easier to skillcheck and easier to progress with. I've just done gens with the new ruin by basically just progressing on to them without cleansing. Comes down to is strength between the new and old ruin and depends on what's happening with ruin when it comes out to the live version.
Surveillance does work really well with the new ruin if anyone hasn't tried it yet you should. Still I don't think new ruin shouldn't be a hex totem since its weaker now.
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He doesn’t even play red rank survivor, let alone killer. I don’t know how these guys can be devs on a title like this, and not play and understand the highest ranks.
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Kinda figured . The way he was talking seemed like he never played red rank killer think this the only game I played where they balance around low level players instead of the high ranking ones makes 0 sense
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So a killer can’t defend their totem? Perks such as thrill of the hunt don’t exist?
You talk about high rank players, but you didn’t say anything about what a high rank killer would do.
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So if I want use high risky hex Ruin I should take another risky hex Thrill of the hunt so I have to defend 2 totems instead of 1, that will help so much + wasting another perk slot for another 1 minute of Ruin is not worth. I was trying this tactic and when I got signal that someone is cleansing I run to totem and it was cleansed before I arrived. Its hard to def totems and chase survivors at once. Surivors are not potatoes and go destroy totem when killer go far from it. Def = camping so you suggest to camp totems. What about removing "hex" from Ruin and instead it can take 2 perk slots to counter its power?
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Careful you got a bit of dirt on your nose.lol
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Nay.
It would make a Surveillance Ruin Combo super OP.
You would always know where Survivors are. Even if you made it not work with Surveillance, Pop would not work either, because it would be even more OP.
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You would only know if survivors didn't commit to gens, and it still won't stop survivors if they spread out. Surveillance + non-hex ruin would probably not slow gens as much as old ruin. Pop wouldn't work at all with it, which is fine because it's also a strong perk and could be used in a different type of gen defence build.
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Hilarious. Like I said, he is the best dev player that I've personally seen on the game. Funny how without having even really watched him you just assume he's low rank though because he has a different opinion and view of this situation. Gotta love this community.
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So your answer to "hex totems can be disabled far too quickly, especially given that most killers have poor map pressure in their kit" to be "Just use up another perk slot bro, what, do you actually NEED 3 perks? Why not just git gud?"
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Not true you could just run other builds to help speed up for lost regression prove thyself resilience ect. The problem is everyone gets comfortable with a set of perks no one has the itch to actually challenge themselves and I can agree with everyone here at red ranks your totems are garbage they are gone within minutes they never stay devour hope hardly works anymore because of the changes you made so you all need to really look at the community feedback before you think making the right call is just you and only you without us there is no you so you keep that in the back of your head oh by the way the whole time I’ve been writing this about 5 minutes now I’ve been waiting to find a match so you know (PS4)
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....No
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