Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
I read the changes
I'm cool with Doc and Gatekeeper, but what did ruin do to you?
This isn't even Hex worthy anymore, most hexes don't last till a few generators anyways, but now if I reach even rank 6 I won't play killer even if I was payed. I never knew how much I needed to play Billy till now JUST to find survivors, I used ruin so I could get some hits in at the start and atleast slow the game down just a lil bit, but now I am at a loss at the purpose of this perk
Atleast make the perk not a hex...
Comments
-
I'd definitely suggest giving it a try first. My initial reaction is that removing the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.
Post edited by Peanits on8 -
Why weren't totem spawns improved before or with this change then? I mean, we have totems that spawn in the middle of open fields and right next to generators. It seems like not only will ruin still be cleansed during the early game, but now it will encourage survivors to rush gens faster. Why would they leave a gen if walking away will cause it to regress? They need to be encouraged to do something else to naturally slow the game down, but this change is probably going to speed the games up.
20 -
That also sounds good on paper. Not trying to come off rude, but usually when the survivors get a feeling you have surveillance, they will try to bait you towards multiple generators and you will have to choose. And with some pretty bad totem placements ruin will actually be so reliant on hex placement that if its placed out in the open or not close to cover, survivors will find it quickly. And if a survivor has Detective's hunch, ruin will not stand past 4 gens
10 -
Maybe instead of removing a perk why not just try it out on the PTB only and see the feedback then. Instead of forcing the changes down our throats and then never touching the perk again for months once it hits the live server (it's been 8 months and Legion still isn't even done being reworked, his addons are completely worthless for the most part). Not to mention why not improve totem spawns first if you want this totem to even have a hope of reaching the later half of the game.
7 -
So now you'll have to bring 2 perks instead of one. Yay
17 -
totem spawns get changed every patch
0 -
No one has a problem with cleansing the problem is these SWF have the spawns memorized, it isn't a matter of cleansing it before the late game, it's that it never sees the first 60 seconds of the game half the time.
If it made it to even the middle of the match on average it would be fine, I would be all for these changes.
2 -
If that's true then they aren't significant changes. I've been finding totems in the exact same spots for months now.
1 -
They get updated a little but most of them remain the same, my group finds them within one minute or less every game.
3 -
recently they added some extra totemspawns on the coldwind maps inside the harvester for example i think around oni release cause that one didnt exist before
0 -
Tell that to the totem spawns on the asylum (literally in the open field, it's been like that forever now and nothing has been done about it)
9 -
Have you considered to rework totem spawn locations to make them harder to find first before reworking hexes? How do you want to try new interesting builds if hex cannot last more then 3 mins? Are you supposing to camp hex totem? What about make all totems burning so survivors have to cleanse blindly totems and dont know which is exactly enchanted? Or at least make cleansing time longer or give signal to killer without hex: thrill of the hunt when survivor start cleansing? You are changing perks that are working on nonfunctional basis. You should build "house" from base and not from "roof".
2 -
"I'd definitely suggest giving it a try first"
"But we never read your feedback or revert the change anyway"
We still not forget you nerf balance landing and ignore us instead of fixing the maps
1 -
Well Ill say to my trapper that don't worry, now with destroying my build to run two perks, traps will fly to my hands, and absolutely for sure 3 gens will not pop in less than two minutes while I set some traps.
Did you realize this change enlarge the gap betwen killers with movility and "slow" killers? How a trapper is going to chase people, set traps and push gens at the same time?
1 -
Peanits is right about this. We've played with the new Ruin (and tested it with some external expert players), and it is much more powerful than it sounds on paper (or in forum pixels, as the case may be). :)
2 -
Information is good. Info is great!
That doesn't change the fact that Killer do NOT have time to chase people off of gens, you cannot get downs fast enough to compensate for that, loops are too strong.
5 -
Yep and it will then reach the live servers guaranteed (let's not pretend it won't, we all know it will even if the entire community said No, funny enough they kind of are right now). You missed what I said. Just put it in the PTB only, wait for community feedback, and then decide whether you think this should go to the live server.
0 -
Because that would require work on the Devs part. Just nef a core perk, it's easier than thinking up a new adjusted system.
2 -
Why would you say it is strong?
1 -
If you ever relyed on ruin you obviously never tried to learn playing killer.
0 -
Yeah you can't buff it because of another perk… Dear god fix the main issues with gen times instead ffs
0 -
You've suggested running surveillance with it as a bandaid for a ridiculous nerf that fails to address the underlying gen speed problem in multiple threads. So in the future when surveillance ruin combo is suddenly required to have a half a chance to win at high rank are you going to nerf those into the ground too can't have 80% of players running the bandaid for horrid gen speeds again.
0 -
Your copy and paste of the same response you used in another thread, while blatantly ignoring valid concerns from people, doesn't really bode well for how trustworthy you are.
0 -
You say that like you would care what people say after playing it on the PTB either. You don't listen to what the players actually say, you didn't with Legion, you won't with this.
1 -
I don't know how it is going to work yet, but im pretty certain a gen needs to be worked on. And then left, for survaillance to trigger. Meaning if you do not have a high mobility killer, you could have several gens pop before you even get any use of this combo.
0 -
This is the same guy that said that legions detection range add-ons is not useless...
4 -
Zubat a bad killer than?
1 -
Why can't the new version of Hex:ruin be another new hex perk in following new chapter? Instead of looking to why current Hex:Ruin is being used 80% of the games, the solution became to remove the perk altogether? The reason why Hex:Ruin is used 80% of the game is because generator times in term of skill-cap are overly simplified and too easy to complete. Some people regard it as "poor game design". Ruin was one few perks that increased skill-cap for playing survivor both from skill-check perceptive and map knowledge. It was seemingly the only reliable version of secondary objective for survivor. The only bad part about the perk was that if secondary objective got eliminated too quickly, than the game would be cakewalk for survivor at rank 1 level. The new version of Hex:Ruin is win-more perk. It's slightly stronger version of demo surge perk. In general, totem perks that are not oriented to early game aren't really worth anything because they're likely to get disabled before they make an impact to the match. Even if new Hex:ruin wasn't a totem perk effect, I'm sure survivor who are competent at using map tileset would be able to win. Looks like playing killer just got way more stressful...from start to finish.
0