A (small) Nerf to Ruin, Arguably the most "OP" killer perk

Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

Thoughts?

Comments

  • No way, it should be buffed and not being hex to prevent crazy speed gen rushing and finishing game in 5 minutes. I agree with nerf after prolonging repair times.

  • @TheLegendDyl4n1 said:

    Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

    As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

    The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

    i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

    Thoughts?

    I think Hex:Ruin is fine where it is, because the perk itself is a gamble. You sacrifice a slot for a powerful effect that might last 20 seconds

  • @TheLegendDyl4n1 said:

    Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

    As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

    The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

    i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

    Thoughts?

    LOL NO hex perk is OP. Can easily get cleansed.

  • @PistolTimb said:

    https://forum.deadbydaylight.com/en/discussion/comment/938281#Comment_938281

    Ruin can be gone before the killer can physically see it, and good survivors can hit hex skill checks making it essentially useless. Tell me again how it's OP. Decisive strike, dead hard and borrowed time are fair and balanced btw. Not OP in the slightest right? DS is easily just as strong as ruin if not stronger since the killer has no way to deactivate it.

    I believe 'Memento Mori' is the counter to 'Decisive Strike'

  • i feel the exact opposite. Ruin needs a buff if anything, because ruin is needed against a swf or just a solo with a toolbox. I think ruin should be an active perk for 120 seconds like corrupt or... it should be active until 2 or 3 survivors have been hooked. Then it de-activates. Because gen times are way too fast with toolboxes/multiple people on a gen without ruin.

  • @Deltin said:

    i feel the exact opposite. Ruin needs a buff if anything, because ruin is needed against a swf or just a solo with a toolbox. I think ruin should be an active perk for 120 seconds like corrupt or... it should be active until 2 or 3 survivors have been hooked. Then it de-activates. Because gen times are way too fast with toolboxes/multiple people on a gen without ruin.

    i play both sides, but i play survivor more so. So this is from a 75% survivor to 25% killer perspective... A survivor saying ruin needs a buff.

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/938217#Comment_938217

    first, try not to use emojis when being serious, it just makes me annoyed and less respectful of you.

    second, why do you think legion was reworked? to be less annoying. what about brand new part? or how about Instaheals? all of these things were changed because they annoyed a percentage of the games population that was significant enough that it required attention.

    third, if im rank 7, the killer is rank 8, and all other survivors range from 13-20, what do you want me to do? everybody hates ruin because it is annoying, this would help to make it less annoying.

    Old Legion was changed because there was no real counterplay to a good legion. He found you, you were going down. Windows, Pallets, even exhaustion perks were useless against Legion. Not just because he was annoying.


    Brand New Parts were changed because it drastically shortened the games length and once again had very little counter. The only possible counter that wasn't tunneling/camping was Franklins, and even that wasn't efficient enough to really do anything about it.

    Insta-heals were in a similar boat as BNP, 0 counterplay but a perk, and even that didn't really prevent their use.


    These things were not removed due to being simple annoyances, they impacted each game to such a degree that with a good team, they could make a match impossible for a killer. Ruin will never effect a match to such a degree because it can be rendered useless in 3 main different ways which are gen-tapping, being good enough to hit skill checks, or the easiest and simplest, destroying the totem.


    Low ranks are for people with low skill. Those people will have trouble with many parts of the game. Doesn't mean they should be reworked or nerfed. If you don't want to deal with people who aren't good enough to hit ruin-checks, get to purple ranks or red ranks.

  • Totems need to be really strong, otherwise there is no reason to justify running a perk that is liable to be gone within the first ~20 seconds of the game.

  • @[Deleted User] said:

    Ds isn't anti tunnel.

    https://www.youtube.com/watch?v=dpc6dcrH1NE&feature=emb_logo

    Anyways, I don't get the point of your proposed change. When I was new, I just... learned to hit the great skill checks. Now it doesn't really bother me, even though my computer is a potato and my skill check UI runs at a nice smooth 12 FPS rather than 60.

    If it's not Ruin, it would be Unnerving Presence, or Doc, or Overcharge, or even Huntress Lullaby, or any sorts of combinations; all of which can be even more reliable and more powerful than Ruin against newbies.

    Maybe the stun should be 4 seconds than 5 to lessen that effect but pretty much for the most part it’s anti-tunnel. BT is anti-momentum every time.

  • That's a yikes from me dawg

    Killer has perk that has two ways to be countered - we really need to nerf this perk smile

    Just because your teammates choose to run around to try and find it doesn't mean a perk needs to be changed because they choose to do that. Ruin is the symptom of a larger problem

  • @KuromiStarwind said:

    That's a yikes from me dawg

    Killer has perk that has two ways to be countered - we really need to nerf this perk smile

    Just because your teammates choose to run around to try and find it doesn't mean a perk needs to be changed because they choose to do that. Ruin is the symptom of a larger problem

    the larger problem is called "entitled survivors"

  • No..this would make ruin beyond useless..and as survivors dont have to worry about their perks being removed 99 percent of the time I cant say they have any fair ground to judge a killer perks strength when it can be permanently disabled from the match start..a better idea? Get the devs to give a perk to replace ruin as a good anti gen perk..then people wouldnt use it as much..but all but 2 anti gen perks are hilariously bad..and ruin is one of them

  • @TheLegendDyl4n1 said:

    Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

    As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

    The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

    i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

    Thoughts?

    Tl Dr. Op doesn't know what they're talking about

  • @TheLegendDyl4n1 said:

    Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

    As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

    The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

    i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

    Thoughts?

    Nerfed are you having a laugh mate. Don't be so stupid it needs buffs and if needs be to be removed off of a hex. Or better still built into base kit at a lower strength

  • @immortalls96 said:

    No..this would make ruin beyond useless..and as survivors dont have to worry about their perks being removed 99 percent of the time I cant say they have any fair ground to judge a killer perks strength when it can be permanently disabled from the match start..a better idea? Get the devs to give a perk to replace ruin as a good anti gen perk..then people wouldnt use it as much..but all but 2 anti gen perks are hilariously bad..and ruin is one of them

    I am gonna stand by this and say I think killers should have the ability to relive survivor perks considering survivors can remove 3 killer perks just like that

  • Why nerf a perk that is entirely RNG. A survivor can spawn five feet from it and cleanse it before a killer can even make it over to try and defend it. Or it can spawn right next to a gen making it very easy to erase.

    Or even if it remains up for most of the game you can power through a gen getting 0 or 1 or 2 skill checks.

  • Arguably the most "op" killer perk

    Are you on something?

  • How about you just learn how to hit skillchecks?

  • This is the whole point of Hex Perks, they're strong but easily taken out. A Gamble to run.


    If you make a Hex perk weak then what would even be the point of running it?

  • It’s not op lol it’s used a lot because it’s needed if you don’t wanna he gen rushed especially at lower ranks

  • ahahahahahaha, ahahahahahaha.

    Imagine thinking ruin is OP.

    Imagine being that bad at skillchecks.

    Ruin has a built in nerf. It's a hex totem. This thread is a troll thread.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/939917#Comment_939917

    I am gonna stand by this and say I think killers should have the ability to relive survivor perks considering survivors can remove 3 killer perks just like that

    Not likely to happen

  • DS is still stronger then ruin. BT is still stronger then ruin. DH and SB are still stronger then ruin. It dosen't need a nerf.

  • siriously, people complain about a Totemperk ?...i have no words for this. Oh wait: A day, a Totem and Noed goes away ?...Ruin ?...damn. How to nerf ????...go and find finally the totem or ignore it but then liv with the consequenses! Survivors crying to do more on maps...not only gens...the devs was bringing more objectives and now they complain about totems.....jesus.

    opinions there, opinions there.....but

    some people are rly ..... I don´t understand it...sorry.

  • Don't call Ruin OP, most killers on these parts will try to tell you it's not simply because it can get cleansed.

    Even though you know... it's a 50/50 gamble with this perk, and it's not meant to do anything but slow down the gens.

  • @Johnny_XMan said:

    Don't call Ruin OP, most killers on these parts will try to tell you it's not simply because it can get cleansed.

    Even though you know... it's a 50/50 gamble with this perk, and it's not meant to do anything but slow down the gens.

    If a hex isn't strong then why run it over a normal perk? I don't understand you people. Are we playing the same game?

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/940702#Comment_940702

    If a hex isn't strong then why run it over a normal perk? I don't understand you people. Are we playing the same game?

    @Polychrome_Baku

    Hence why I said its a "gamble" like many other perks. Strong when it works, but a gamble nonetheless.

    I never said it wasn't strong.

  • i love how people see "small nerf" and dont read how it is not a nerf just a rework so that it gives the same slowing speed, but makes it less annoying.

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