THEY REWORKED RUIN

THEY DID IT

Capture d’écran (52).png

So now, what do you think of the New Ruin ?

Comments

  • @Kagari_Leha said:

    THEY DID IT

    https://us.v-cdn.net/6030815/uploads/338/OHU4Q2C05WKD.png

    So now, what do you think of the New Ruin ?

    if they keep it then remove the "totem" park of it.

  • My grief of losing the most powerful perk of the game is totally balanced by the fact that this New Ruin looks awesome with Thrilling Tremors and that everyone will have more fun

    ca230fe473f792d21aad67b58cd72553.jpg


  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/117517/they-reworked-ruin

    if they keep it then remove the "totem" park of it.

    Honestly this would make it worth using when pairing with other perks - If all you need to do is continue working on a gen (something you're doing anyway) why would you waste time looking for a totem + 14 seconds working on it when that time could be spent finishing the gen you're not being pressured on.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/117517/they-reworked-ruin

    if they keep it then remove the "totem" park of it.

    Don't think so, I think it's good that way, we dont know yet how powerful it will be


  • Wait doesnt tier 1 Ruin do nothing since it regresses 1x faster?

  • This is a pretty ######### change considering that people know how to work through ruin, they can gen tap, they can easily run right into it and destory it. A perk with 3 major counter plays and they change it to something so weak, so useless it's just pointless.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968764#Comment_968764

    Don't think so, I think it's good that way, we dont know yet how powerful it will be

    if u can read, it wont be powerful @ all.

  • Terrible change. More killers are just going to leave the game at this point. PS4 queues are instant for killers on PS4 while getting into a survivor match takes forever

  • Hey guys, over 80% of killers use this perk to help gens from popping in the first 4 minutes, meaning it's very useful.... Know what we should do? Nerf the ######### out of it!

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/968764#Comment_968764

    Honestly this would make it worth using when pairing with other perks - If all you need to do is continue working on a gen (something you're doing anyway) why would you waste time looking for a totem + 14 seconds working on it when that time could be spent finishing the gen you're not being pressured on.

    In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.

  • It will be less strong sure, but i think it has good potential on a lot of killers, especially combined with Thrilling Tremors for example, or PGTW

  • @Clinton said:

    Terrible change. More killers are just going to leave the game at this point. PS4 queues are instant for killers on PS4 while getting into a survivor match takes forever

    Not relevant nor connected to the population on the game it's a matchmaking problem

  • @BlindMole said:

    Hey guys, over 80% of killers use this perk to help gens from popping in the first 4 minutes, meaning it's very useful.... Know what we should do? Nerf the ######### out of it!

    If all the gens are popped in 4 minutes im in the regret to announce you that either you did nothing and applied no pressure


    or you play clown, all my condoleances

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968804#Comment_968804

    Not relevant nor connected to the population on the game it's a matchmaking problem

    for both survivor and killer my Q's are less then 30 seconds for Texas Location

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968770#Comment_968770

    In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.

    Meanwhile you now have 3 survivors working at 100% speed vs 3 survivors working at 100% - ruin's speed (rng). I'd take the former as a survivor 100%. I'm honestly not perfect at skill checks like some people are so I sometimes would miss a skill check by hitting too early to try for those greats, or just hit a good and there goes 3 seconds of generator progress from stopping + the loss of 5/10%.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968770#Comment_968770

    In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.


    I don't use ruin anymore but I can see why people are concerned about it.

    We'll be seeing changes to repair speed in the future? Or changes to tool-boxes? I don't want to cast misfortune on anyone of you but... you already know how most killer players react to this kind of changes.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/968823#Comment_968823

    I don't use ruin anymore but I can see why people are concerned about it.

    We'll be seeing changes to repair speed in the future? Or changes to tool-boxes? I don't want to cast misfortune on anyone of you but... you already know how most killer players react to this kind of changes.

    We are planning on reviewing other items in the future like we have for medkits. When that will be, however, I can't say.

  • @MasterTater said:

    Wait doesnt tier 1 Ruin do nothing since it regresses 1x faster?

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968849#Comment_968849

    We are planning on reviewing other items in the future like we have for medkits. When that will be, however, I can't say.

    That's good to know! Can't wait to see the changes to the items... as well as the perks if you did any :3

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968849#Comment_968849

    We are planning on reviewing other items in the future like we have for medkits. When that will be, however, I can't say.

    What if you kick a gen with new ruin though ? Does it regress at 4x the speed ? Man, that'd be so awesome and actually kinda strong :D! (still very situational though)

  • @Kagari_Leha said:

    THEY DID IT

    https://us.v-cdn.net/6030815/uploads/338/OHU4Q2C05WKD.png

    So now, what do you think of the New Ruin ?

    Idk tbh,i will defo use corrupt now.Doubt i will use ruin now considering how unreliable it could be but i guess we'll see

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/968857#Comment_968857

    What if you kick a gen with new ruin though ? Does it regress at 4x the speed ? Man, that'd be so awesome and actually kinda strong :D! (still very situational though)

    Nah I think it basically makes kicking gens useless

    but Pop will love it

  • i play both killer and survivor and this is. not good. now, while you chase someone you cant catch, the other survivors are popping 3 gens in your face just as fast as without ruin at all. on certain maps, all the pressure in the world will not stop at least 3 gens from being completed quickly, but with old ruin you at least had a chance to stop it. i understand this change happened because they were concerned with new survivors not being able to hit their great skillchecks, but now theyve just taken the easy way out, and dont have to hit great skillchecks at all to finish a generator. there was nothing wrong with having a perk that requires skill to work through, something that challenges the survivors and forces them to improve their gameplay.

  • So a game where there are so many potatoes at red ranks because survivor is incredibly easy.....lets make it easier? I would bet my house that no game in history has had such stupid devs.

  • @MasterTater said:

    Wait doesnt tier 1 Ruin do nothing since it regresses 1x faster?

    It doesnt do anything. It regresses which it normally wouldnt unless kicked. Im wonder if this will affect POP because they are regressing

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/968780#Comment_968780

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

    Won't do anyone any good because it's still going to be gone in the first 30 seconds of every match. You have a habbit of spawning totems right in front of survivors, and even if not it doesn't take long to find it once you know all the spawns.

    Playing with SWF we have never had ruin up more than one, or two gens tops. That's it, it's NEVER seen late game with us, not one single time. We are not exactly top notch survivors either.

  • I would like to see if Ruin will still give you the hex notification as before. I think it would be more beneficial if it was like Devour Hope where you didn't get that notification till later in the game, once you've hit exposed. Survivors don't think to look for totems unless that red mark is on their screen.

    Other than that, I'm interested to see how it will fit into the game now with other perks. It seems to me it may flow better with other perks than this one. People are too quick to complain about it because they've become so reliant on it rather than learning how to properly pressure the various maps.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/968780#Comment_968780

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

    Then may i ask what you plan to do with surge as it is an inferior version of the new ruin?

  • @Siren said:

    I would like to see if Ruin will still give you the hex notification as before. I think it would be more beneficial if it was like Devour Hope where you didn't get that notification till later in the game, once you've hit exposed. Survivors don't think to look for totems unless that red mark is on their screen.

    Other than that, I'm interested to see how it will fit into the game now with other perks. It seems to me it may flow better with other perks than this one. People are too quick to complain about it because they've become so reliant on it rather than learning how to properly pressure the various maps.

    Supposedly it either will once you stop working on the generator, or you'll see the sparks right away even though the killer kicked it. Therefore you'll know when it matters - when you're the 1 survivor out of 4 being chased off 1 generator.

  • I do wish this was a joke, but we are a long way from April 1st.... Just about the only good perk that killers had to stop the gen rush is now gone.....Convinced the devs don't have a brain in their head. The ONLY thing you've done here is guarantee fewer killers, and the ones that are left are going to tunnel like their lives depend on it.

    This ruin will NEVER come in to play because the totem is still going to be gone instantly, and SWF are still going to have one rabbit and the rest will be on gens.

  • I don’t get it. How’s it any different? I’m in gym and can’t read all this at moment. Someone break it down for me.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/968780#Comment_968780

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

    so you cant use pop goes the weasel since it auto regress?

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/968980#Comment_968980

    Supposedly it either will once you stop working on the generator, or you'll see the sparks right away even though the killer kicked it. Therefore you'll know when it matters - when you're the 1 survivor out of 4 being chased off 1 generator.

    Did you get than info from a dev or form someone assuming? I wouldn't take any info as true until we see it for ourselves on the PTB.

  • @Siren said:

    https://forum.deadbydaylight.com/en/discussion/comment/969011#Comment_969011

    Did you get than info from a dev or form someone assuming? I wouldn't take any info as true until we see it for ourselves on the PTB.

    Peanit's post in another thread.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968783#Comment_968783

    It will be less strong sure, but i think it has good potential on a lot of killers, especially combined with Thrilling Tremors for example, or PGTW

    Can you kick a generator that's regressing? Because I'm pretty sure new ruin counters pop. And surge. And so on

  • Just to clarify, It's not possible to kick generators while Ruin is active. So perks that didn't work on already regressing gens won't work with Ruin effect active.

  • @Gcarrara said:

    Just to clarify, It's not possible to kick generators while Ruin is active. So perks that didn't work on already regressing gens won't work with Ruin effect active.

    Man, that just makes it even worse. What a great and fun perk change.

  • I think it could be overall - including Gatekeeper changes - a good and healthy change.

    I always believed it's possible to do well without Ruin. Only match I played with Ruin was for Adept Hag. Other than that, I learned to play without. It took more effort, but in the end it was worth it. So it's kind of entertaining for me to sit here and watch people freaking out who fooled themselves by believing the myth that Ruin was absolutely necessary.

    What I hated about (not using) Ruin was that it felt like the better Gatekeeper emblem qualities were kind of balanced around using Ruin and you're emblem-punished for not using it, and if this has really been addressed (tough to judge the emblem change without details and playing) then it is overall a very positive change in my eyes: a nerf to mediocre killers relying solely on Ruin, a buff to killers who put some effort in their gameplay.

  • @goat10em said:

    So a game where there are so many potatoes at red ranks because survivor is incredibly easy.....lets make it easier? I would bet my house that no game in history has had such stupid devs.

    i dont see the problem for good players / killers then

  • @whippedcream said:

    i play both killer and survivor and this is. not good. now, while you chase someone you cant catch, the other survivors are popping 3 gens in your face just as fast as without ruin at all. on certain maps, all the pressure in the world will not stop at least 3 gens from being completed quickly, but with old ruin you at least had a chance to stop it. i understand this change happened because they were concerned with new survivors not being able to hit their great skillchecks, but now theyve just taken the easy way out, and dont have to hit great skillchecks at all to finish a generator. there was nothing wrong with having a perk that requires skill to work through, something that challenges the survivors and forces them to improve their gameplay.

    The problem of Ruin was that it granted too much without having to work for it

    Now, you'll have to work by making survivor run away from the gens for it to work

    That means that yes, if you dont do nothing concrete, you wont get anything out of it.

  • @Hellbughunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/968864#Comment_968864

    Then may i ask what you plan to do with surge as it is an inferior version of the new ruin?

    Slap it with Ruin ? It will be a great combo

    Plus, Ruin doesnt trigger Surveillance, Overcharge (or Pop... when it will be fixed)

  • I think we're going into the dark times for killers. at least for red rank killer. I think we're going have a lot of 5 generator chases as survivor now at high level. I hope it gets reverted. The entire ruin part of the post looks very green rank. It's like here I am thinking how could they improve game time for killer with this whole idea of secondary objective of ruin not disappearing instantly at the start by luck and than we get this post which makes Hex:ruin perhaps worst hex totem perk in the game. Maybe I'm missing something but it just feels strange. Maybe another perk will make hex totems more useful/reliable. This might be one of the worst updates that for killer in a really long time.

  • Well, I would support this if they increased gen times to 100 seconds instead of 80. The game just goes by way too fast, that's why people used Ruin so much to begin with. Survivors finish every gen in less than 6 minutes OR they all die in less than 6 minutes. There wasn't much of an in-between in red ranks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/968864#Comment_968864

    Won't do anyone any good because it's still going to be gone in the first 30 seconds of every match. You have a habbit of spawning totems right in front of survivors, and even if not it doesn't take long to find it once you know all the spawns.

    Playing with SWF we have never had ruin up more than one, or two gens tops. That's it, it's NEVER seen late game with us, not one single time. We are not exactly top notch survivors either.

    Well that's not the problem of the perk here

    But they are slowly reworking maps so i guess it will be better with time

  • @Siren said:

    I would like to see if Ruin will still give you the hex notification as before. I think it would be more beneficial if it was like Devour Hope where you didn't get that notification till later in the game, once you've hit exposed. Survivors don't think to look for totems unless that red mark is on their screen.

    Other than that, I'm interested to see how it will fit into the game now with other perks. It seems to me it may flow better with other perks than this one. People are too quick to complain about it because they've become so reliant on it rather than learning how to properly pressure the various maps.

    Maybe the notification will appear if you come back on a gen that regressed ?

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968983#Comment_968983

    Slap it with Ruin ? It will be a great combo

    Plus, Ruin doesnt trigger Surveillance, Overcharge (or Pop... when it will be fixed)

    It is confirmed that the gen will imidiatly go in the regressed status meaning you can´t kick it

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968924#Comment_968924

    The problem of Ruin was that it granted too much without having to work for it

    Now, you'll have to work by making survivor run away from the gens for it to work

    That means that yes, if you dont do nothing concrete, you wont get anything out of it.

    you cannot down people fast enough on certain maps to make new ruin worth it. idk if you play high rank killer, but survivors are really, REALLY hard to catch on certain tiles. as certain killers, you literally cant exert that much pressure, its not possible. its not a matter of skill either, its because of how maps and weaker killers are balanced.

  • @Gcarrara said:

    Just to clarify, It's not possible to kick generators while Ruin is active. So perks that didn't work on already regressing gens won't work with Ruin effect active.

    Ah f-

    Does it mean Surveillance will work all the time while Ruin is active ???

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968770#Comment_968770

    In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.

    Oh ok so now as a survivor I'll have to watch my teammates do a gen across the map while I'm on hook about to go to second phase because they put gen progress before being a decent teammate. This will work great in the 20-15 ranks especially, Can't wait to see even more people complaining teammates left them to die on first hook.

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