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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Ruin: Old vs. New

So, there are a lot of people now clearly and somewhat justifiably annoyed by the Hex: Ruin changes. Myself included. Let's just come together as a community for 5 minutes and try to highlight pros and cons of each Ruin, so that maybe we can truly understand if it's a good thing or not, rather than the knee-jerk hate reaction it's garnered so far.


As a Stealth killer main, I really like how old Ruin literally stalls the game out for me until I can get at least a hook or 2 for a majority of games. It allows me to cover some ground and actually find survivors who get cocky because I don't have a terror radius.

That being said, as a console player, it's super annoying to go against on the Survivor's side, since Skill Checks are nowhere near as easy to hit that all-important Great skill check. I'm on Australian NBN with a controller, so don't @ me with "Git Gud". I have tried.


Old Ruin (Failed Skill checks)

Pros: Immediate generator stalling with regression, forced some survivors to not work on generators to look for it, easy perk to slot into builds, good spot to put traps, good Monto meme.

Cons: Hex totem, higher rank survivors can easily hit the skill check, wasted perk slot once it's been destroyed, fairly obvious after first skill check, obvious spot to put traps, RNG based.


New Ruin (Automatic regression)

Pros: Always working, very quick, combines well with other perks, can be "powered through" more easily, doesn't require killer to devote time to kicking generators allowing them to take more chases, more powerful endgame since it's more likely to be ignored, no longer RNG based.

Cons: Still a Hex totem, doesn't help slower killers stall the game, can force killers to spit their attention if multiple survivors are working on the same generator, wasted perk slot once it's destroyed, less notifications from "failed" skill checks.



So it appears that new Ruin has it's place in the game, especially when combined with perks like Pop Goes the Weasel and Thrilling Tremors, but I personally see slower and stealth killers dropping further in terms of viability due to a lack of immediate or noticeable map pressure during the early game. Will this lead to more tunnelling and camping? Quite possibly. Will it fix gen-rushing? No.

The devs are tackling a symptom rather than a root cause. Ruin has needed a rework, but I think that this was the wrong one for now. I would have personally liked to see it as literal slower generator repairs, but hey. That's just me. Let's just keep this one civil and actually try to see merit in both sides.

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