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Everyone claims their Ruin was found in 30 seconds every game anyways...
Keep in mind, I am strongly against the change to Ruin. I think if it was changed to the new effect but was no longer a Hex that would be perfect. I also play about 50% survivor killer so I don't think I have any real bias. Again I am AGAINST the nerf.
That being said, I feel like half of the people on forums claim they never ran Ruin anyways, and the half that did run it always claim "survivors spawn on my Ruin 9 times out of 10 so I don't even have a chance to protect it."
If anything, shouldn't actually getting your fourth perk slot back be a buff to you as a killer?
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I think a dev has said they kept the hex part of it because pairing it with surveillance was so powerful because it gave you a really detection ability.
Im not a 100% sure but that’s what I remember
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It's really hard to decipher anything from people's comments. I personally feel a ruin that lasted a minute was still more beneficial than a lot of other perks. Not saying that is correct, but it's how I look at it. There are people that honestly never ran it and there are obviously people that never miss a chance to convince others that they are awesome because they didn't use ruin.
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9 out of 10 doesn't sound realistic to me.
Maybe 5/10 ruin doesn't last more than 30 seconds and 7/10 doesn't last more than two minutes.
But even then, I don't think there's another perk that slows down gens and counters gen speed effectively at the beginning of the game against survivor who can hit the greats, specially if you are playing in a big map.
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It would only be a buff if we didn't have the choice to use that perk slot for anything other than Ruin, and with this change to ruin we were being given the option to use a different perk. But that's not the case, you always have access to 4 perk slots. Ergo, it's a nerf because we no longer have access to the few times Ruin can be really effective.
Ruin CAN be effective, and when it is, it's REALLY effective. But more often than not, ruin is destroyed within the first minute or so, meaning that you learn to play without it anyway.
Honestly, I might not play until chapter 15 is released, because they might be adding a perk better than ruin with the upcoming killer. Lots of the really big changes made to standard perks come just before they add something better or introduce new balancing. The six weeks following the change to ruin will be a time to collect data for whatever they're about to release.
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I keep hoping the next Chapter or mid chapter will see 30 seconds added on to Gen time or something, maybe 40 to take it to an even two minutes? But they could buff Toolboxes and that would mean less medkits in games? Just random guesses
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I am also against the nerf but ruin is seriously almost a wasted perk slot against really good survivors and on top of that ,totem spawns and skill checks are RNG based. You had to be lucky to get some actual use out of it. I would have actually preferred it if ruin just made gens progress slower instead of relying on RNG based skill checks.
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It's hard to say, but I think it should be pretty major if they're changing something they've left in the game this long. There might be a hint in the challenges in the archives, because in my opinion the archives' challenges were the cause for changing insta heals. But, changes to tool boxes could be nice, so would adding more time to gens. But, we might even see something like secondary objectives added.
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Ruin was potent not because you had to make great skill checks. When you did make great skill checks you did not get a progress bonus and if you made a good skill check, progress was not only regressed 5%, but stopped altogether for a few seconds because it counted as a failure (without the big kaboom). So it did like three things and they could of tweaked any one of those to make it more palatable - but they went with a total overhaul. Weird - even though I never used it when killing, I feel like I will miss it as survivor since I got good at making great checks.
That's another thing - all those survivors trained on Ruin are going to pump out great skill checks like no business and now get rewarded for them in progress bonus.
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That's what I don't get, if the biggest reason they changed Ruin was because of how frustrating it is for new players why not just take the skill checks away and make it slow down progress by 10% or whatever? It would be slower but not frustrating for new players, they could hardly tell the difference between 80 seconds and 90 on a gen.
And I know, holding M1 is boring so we don't wanna do it all game as survivors, but meh.
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It is found within 2 minutes quite often
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Not so much a buff, no. Ruin was used, for the most part, to give that early game pressure. What's the point of having a forth perk slot if three gens pop in two minutes when you're still in your second chase.
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I’m not, it’s reality due to how well red rank survivors know totem spawns there are only so many options. Toss in the chance for anyone to spawn literally in sight of it...
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. . .
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Not true. I have gone through completely fixing up to 2 generators before the first skill check prompt appeared.
"Oh, there was Ruin this whole time??? Lol"
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People use it as an EXCUSE... well of course I lost my ruin got found right away.
Tru is a good example, I mean he is a good player and generally wins anyways but if a Ruin gets destroyed he says immediately “this is gonna be a tough one, quick ruin.”
he is giving himself an out if he loses.
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Well in tru3's defense, ruin was needed for a better chance of pipping. He cares about his pips so ruin being gone is going to make maintaining a high gatekeeper score just that much stressful.
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One of the most useful perks on trapper, now gone. Now it's just CI.
Trapper actually has to have some amount of set up, it would be nice to get more than 2 traps down, before 2 gens go off.
Feels trapper man.
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Again, I am so strongly against the Ruin change, but I think Corrupt fills in admirably here. It generally forces them to run farther than normal to start their first gen, and since you only have to patrol 4 for the first two minutes you’ll be pushing them off of them a lot.
It will have a similar slowdown effect to Ruin, but to be fair Ruin always has that chance to be hidden well at last 5+ minutes in which case it was absolutely crippling to most survivors. Those games where I knew I played badly but somehow won, I won’t get those games anymore which is fair.
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It’s just the change and having to adapt a new play style people are angry about. Also a lot of bandwagoning happening.
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Ruin is not dependable. I found, as a Trapper main, that I was not getting much out of it in purple and red ranks. It gets worked through or destroyed within the first minute or so. I stopped running it over the past 4 months. I found other means to slow things down or snowball matches. I found DH was actually useful when I did not run ruin. I could get more hooks out of it than out of the time ruin lasted.
New ruin seems to be really useful in snow balling games, but can often get destroyed before being truly useful. I don't find it as powerful as other hex perks, but that is different when you talk green and yellow ranks.
I think hex perks in general should be changed.
1. Hex perks should only reveal their active nature within a close range, making them harder to determine from dull totems. Honestly, they should appear as a dull totem unless being interacted with. This encourages taking time to destroy totems and slows the game down a bit.
2. Hex perks should have skill checks and be affected by anything that affects skill checks.
3. Small game should not only chime, but show the aura of a hex totem when within a certain range. It should also give a slight BP boost when destroying a hex totem.
By making hex totems a little harder to find, but giving survivors a tool to assist, they might become more useful and the ruin changes will actually pay off.
@Peanits, what are your thoughts on this?
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Bro no one knows how to find ruin now a days.
It's goes like this.
I play red rank survivor = Ruin last over 1 minute even until late game until I actually go look for it.
I play red rank killer = Ruin is a coin flip with most of it getting stomped in seconds to a minute.
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Even if ruin was found in 1 minute, it already made a good impact on the early game. Survivors were slower on gens or running around the map searching it (while they became easier targets).
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Corrupt Intervention can be hard countered by survivors, by simply not working on any generators for the 2 minutes. So unless you are Trapper, Hag, or Demogorgon, you are not getting any value out of it.
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Why do people keep saying this, that only applies if the entire team does it... if the other team is solo then at least one of them will start a gen. Actually if two hide and two do gens that is even better for you.
keep track of how many games you play with or against Corrupt, and really how many times the survivors literally hide the entire two minutes. I’m guessing the number will be low.
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You say no one knows how to find it but you’re is usually gone in less than a minute...
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I am not using generator slowing perks versus unoptimal groups. I can very well deal with those perkless too. I am talking about good survivors, that know how to effectively combat what the killer is throwing at them. Versus those, Corrupt Intervention basically prolong the loading scrren for another 2 minutes.
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